most optimized for image/accuracy/performance for most cases. edge cases will have to be covered by custom inis
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1 changed files with 26 additions and 86 deletions
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@ -403,61 +403,40 @@ Rotate = 0
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[Video-GLideN64]
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###### Hardware Compatibility ######
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# Internal render resoluton rather than output. So 2 x 240p is 480p, etc.
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UseNativeResolutionFactor = 1
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# Leave enabled unless a mobile gpu doesn't support it.
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EnableFragmentDepthWrite = 1
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# Hardware per pixel lighting, supposedly good for GLES3.1 devices or higher.
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EnableHWLighting = 1
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###### Performance (in order of accuracy impact) ######
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###### Enhancements #######
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# Internal render resoluton rather than output. So 2 x 240p is 480p, etc.
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UseNativeResolutionFactor = 1
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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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# Max level of Anisotropic Filtering, 0 for off
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anisotropy = 0
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# Bilinear filtering mode (0=N64 3point, 1=standard)
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bilinearMode = 1
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# Enable threaded video backend (post 2019).
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###### Compatibility ######
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# Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise/default)
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RDRAMImageDitheringMode = 0
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# Make texrect coordinates continuous to avoid black lines between them. (0=Off/default, 1=Auto, 2=Force)
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CorrectTexrectCoords = 1
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# Copy auxiliary buffers to RDRAM (default: 0)
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EnableCopyAuxiliaryToRDRAM = 1
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# 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)
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EnableTexCoordBounds = 1
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# Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off/default, 1=Optimized, 2=Unoptimized)")
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EnableNativeResTexrects = 1
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###### Other ######
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# Enable threaded video backend at the cost of input lag
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ThreadedVideo = 1
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# Use fast but less accurate shaders. Can help with low-end GPUs. (post 2019)
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EnableInaccurateTextureCoordinates = 0
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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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# Max level of Anisotropic Filtering, 0 for off
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anisotropy = 0 # note that this is called MaxAnisotropy for <= 2019
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# Bilinear filtering mode (0=N64 3point, 1=standard)
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bilinearMode = 0
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# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
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BackgroundsMode = 0
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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 = 1
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###### Other ######
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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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# Use persistent storage for compiled shaders.
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EnableShadersStorage = 1
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###### Performance (in order of accuracy impact) ######
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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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# Max level of Anisotropic Filtering, 0 for off
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MaxAnisotropy = 0
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# Bilinear filtering mode (0=N64 3point, 1=standard)
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bilinearMode = 0
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# Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
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BackgroundsMode = 0
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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 = 1
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###### Other ######
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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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# Use persistent storage for compiled shaders.
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EnableShadersStorage = 1
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[Video-Glide64mk2]
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@ -465,46 +444,7 @@ EnableShadersStorage = 1
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wrpAntiAliasing = 0
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# Card ID
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card_id = 0
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# If true, use polygon offset values specified below
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force_polygon_offset = False
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# Specifies a scale factor that is used to create a variable depth offset for each polygon
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polygon_offset_factor = 0.000000
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# Is multiplied by an implementation-specific value to create a constant depth offset
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polygon_offset_units = 0.000000
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# Vertical sync
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vsync = True
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# TODO:ssformat
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ssformat = False
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# Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
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show_fps = 0
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# Clock enabled
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clock = False
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# Clock is 24-hour
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clock_24_hr = True
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# Wrapper resolution
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wrpResolution = 0
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# Wrapper VRAM
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wrpVRAM = 0
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# Wrapper FBO
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wrpFBO = True
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# Wrapper Anisotropic Filtering
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wrpAnisotropic = True
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# Texture Enhancement: Smooth/Sharpen Filters
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ghq_fltr = 0
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# Texture Compression: 0 for S3TC, 1 for FXT1
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ghq_cmpr = 0
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# Texture Enhancement: More filters
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ghq_enht = 0
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# Hi-res texture pack format (0 for none, 1 for Rice)
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ghq_hirs = 1
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# Compress texture cache with S3TC or FXT1
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ghq_enht_cmpr = False
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# Tile textures (saves memory but could cause issues)
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ghq_enht_tile = 0
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# Force 16bpp textures (saves ram but lower quality)
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ghq_enht_f16bpp = False
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# Compress texture cache
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ghq_enht_gz = True
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# If true, use polygon offset values spstri
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# Don't enhance textures for backgrounds
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ghq_enht_nobg = False
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# Enable S3TC and FXT1 compression
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