cfg set upand ready for optimization testing
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1 changed files with 19 additions and 3 deletions
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@ -402,14 +402,30 @@ Rotate = 0
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[Video-GLideN64]
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# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
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MultiSampling = 0
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# Enable/Disable Fast Approximate Anti-Aliasing FXAA
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FXAA = 0
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# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
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AspectRatio = 1
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# Frame buffer size is the factor of N64 native resolution.
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UseNativeResolutionFactor = 2
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# Bilinear filtering mode (0=N64 3point, 1=standard)
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# @Nick Ricciuti -- Internal render res rather than output. So 2x is 640x480, etc.
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bilinearMode = 0 # NOW TESTING <-----
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# Max level of Anisotropic Filtering, 0 for off
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MaxAnisotropy = 0
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# Enable hardware per-pixel lighting.
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# @Nick Ricciuti -- Supposedly good for GLES3.1 devices or higher.
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EnableHWLighting = 0 # TRY THIS FIRST <-----
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# Use persistent storage for compiled shaders.
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EnableShadersStorage = 1
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# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
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EnableLegacyBlending = 0
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#Frame buffer size is the factor of N64 native resolution.
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UseNativeResolutionFactor = 2
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EnableLegacyBlending = 0 # TRY THIS LAST <-----
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# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
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BackgroundsMode = 1 # TRY THIS SECOND <-----
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# Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
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EnableFragmentDepthWrite = 1
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[Video-Glide64mk2]
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