cfg set upand ready for optimization testing

This commit is contained in:
Nicholas Ricciuti 2022-08-13 01:33:01 -04:00
parent 7aaefc422d
commit 53d3d518ac

View file

@ -402,14 +402,30 @@ Rotate = 0
[Video-GLideN64]
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Enable/Disable Fast Approximate Anti-Aliasing FXAA
FXAA = 0
# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
AspectRatio = 1
# Frame buffer size is the factor of N64 native resolution.
UseNativeResolutionFactor = 2
# Bilinear filtering mode (0=N64 3point, 1=standard)
# @Nick Ricciuti -- Internal render res rather than output. So 2x is 640x480, etc.
bilinearMode = 0 # NOW TESTING <-----
# Max level of Anisotropic Filtering, 0 for off
MaxAnisotropy = 0
# Enable hardware per-pixel lighting.
# @Nick Ricciuti -- Supposedly good for GLES3.1 devices or higher.
EnableHWLighting = 0 # TRY THIS FIRST <-----
# Use persistent storage for compiled shaders.
EnableShadersStorage = 1
# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
EnableLegacyBlending = 0
#Frame buffer size is the factor of N64 native resolution.
UseNativeResolutionFactor = 2
EnableLegacyBlending = 0 # TRY THIS LAST <-----
# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
BackgroundsMode = 1 # TRY THIS SECOND <-----
# Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
EnableFragmentDepthWrite = 1
[Video-Glide64mk2]