most optimized for image/accuracy/performance for most cases. edge cases will have to be covered by custom inis

This commit is contained in:
Nicholas Ricciuti 2022-09-27 08:24:11 -04:00
parent 37e6e34d4a
commit 83725c4c1d

View file

@ -403,61 +403,40 @@ Rotate = 0
[Video-GLideN64]
###### Hardware Compatibility ######
# Internal render resoluton rather than output. So 2 x 240p is 480p, etc.
UseNativeResolutionFactor = 1
# Leave enabled unless a mobile gpu doesn't support it.
EnableFragmentDepthWrite = 1
# Hardware per pixel lighting, supposedly good for GLES3.1 devices or higher.
EnableHWLighting = 1
###### Performance (in order of accuracy impact) ######
###### Enhancements #######
# Internal render resoluton rather than output. So 2 x 240p is 480p, etc.
UseNativeResolutionFactor = 1
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Enable/Disable Fast Approximate Anti-Aliasing FXAA
FXAA = 0
# Max level of Anisotropic Filtering, 0 for off
anisotropy = 0
# Bilinear filtering mode (0=N64 3point, 1=standard)
bilinearMode = 1
# Enable threaded video backend (post 2019).
###### Compatibility ######
# Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise/default)
RDRAMImageDitheringMode = 0
# Make texrect coordinates continuous to avoid black lines between them. (0=Off/default, 1=Auto, 2=Force)
CorrectTexrectCoords = 1
# Copy auxiliary buffers to RDRAM (default: 0)
EnableCopyAuxiliaryToRDRAM = 1
# Bound texture rectangle texture coordinates to the values they take in native resolutions. It prevents garbage due to fetching out of texture bounds, but can result in hard edges. (0=Off/default, 1=On)
EnableTexCoordBounds = 1
# Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off/default, 1=Optimized, 2=Unoptimized)")
EnableNativeResTexrects = 1
###### Other ######
# Enable threaded video backend at the cost of input lag
ThreadedVideo = 1
# Use fast but less accurate shaders. Can help with low-end GPUs. (post 2019)
EnableInaccurateTextureCoordinates = 0
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Enable/Disable Fast Approximate Anti-Aliasing FXAA
FXAA = 0
# Max level of Anisotropic Filtering, 0 for off
anisotropy = 0 # note that this is called MaxAnisotropy for <= 2019
# Bilinear filtering mode (0=N64 3point, 1=standard)
bilinearMode = 0
# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
BackgroundsMode = 0
# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
EnableLegacyBlending = 1
###### Other ######
# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
AspectRatio = 1
# Use persistent storage for compiled shaders.
EnableShadersStorage = 1
###### Performance (in order of accuracy impact) ######
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Enable/Disable Fast Approximate Anti-Aliasing FXAA
FXAA = 0
# Max level of Anisotropic Filtering, 0 for off
MaxAnisotropy = 0
# Bilinear filtering mode (0=N64 3point, 1=standard)
bilinearMode = 0
# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
BackgroundsMode = 0
# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
EnableLegacyBlending = 1
###### Other ######
# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
AspectRatio = 1
# Use persistent storage for compiled shaders.
EnableShadersStorage = 1
[Video-Glide64mk2]
@ -465,46 +444,7 @@ EnableShadersStorage = 1
wrpAntiAliasing = 0
# Card ID
card_id = 0
# If true, use polygon offset values specified below
force_polygon_offset = False
# Specifies a scale factor that is used to create a variable depth offset for each polygon
polygon_offset_factor = 0.000000
# Is multiplied by an implementation-specific value to create a constant depth offset
polygon_offset_units = 0.000000
# Vertical sync
vsync = True
# TODO:ssformat
ssformat = False
# Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
show_fps = 0
# Clock enabled
clock = False
# Clock is 24-hour
clock_24_hr = True
# Wrapper resolution
wrpResolution = 0
# Wrapper VRAM
wrpVRAM = 0
# Wrapper FBO
wrpFBO = True
# Wrapper Anisotropic Filtering
wrpAnisotropic = True
# Texture Enhancement: Smooth/Sharpen Filters
ghq_fltr = 0
# Texture Compression: 0 for S3TC, 1 for FXT1
ghq_cmpr = 0
# Texture Enhancement: More filters
ghq_enht = 0
# Hi-res texture pack format (0 for none, 1 for Rice)
ghq_hirs = 1
# Compress texture cache with S3TC or FXT1
ghq_enht_cmpr = False
# Tile textures (saves memory but could cause issues)
ghq_enht_tile = 0
# Force 16bpp textures (saves ram but lower quality)
ghq_enht_f16bpp = False
# Compress texture cache
ghq_enht_gz = True
# If true, use polygon offset values spstri
# Don't enhance textures for backgrounds
ghq_enht_nobg = False
# Enable S3TC and FXT1 compression