GameINI: Difference between revisions

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I haven't seen this documented anywhere. PR #2533 implemented it and #4317 was an attempt to expose it to the UI
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(I haven't seen this documented anywhere. PR #2533 implemented it and #4317 was an attempt to expose it to the UI)
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You can configure settings per game through their GameINI. GameINI is a plain text file with game's GameID as its file name and INI as its file extension. It can be retrieved from game's properties; right-click the game from game list then choose '''Properties''' from the context menu, then click on the '''Edit Config''' button and edit the empty text file that pops up. When editing, carefully arranged line, headings, and capitalization are important.
You can configure settings per game through their GameINI. GameINI is a plain text file with game's [[GameIDs|GameID]] as its file name and INI as its file extension. It can be retrieved from game's properties; right-click the game from game list then choose '''Properties''' from the context menu, then click on the '''Edit Config''' button and edit the empty text file that pops up. When editing, carefully arranged line, headings, and capitalization are important.


For controller settings, go to [[GameINI (Controller Settings)]].
For controller settings, go to [[GameINI (Controller Settings)]].
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== [Core] ==
== [Core] ==
The following entries go under [Core]<!--Add [Dolphin.Core] once issue #12510 is fixed--> section of the GameINI.
The following entries go under [Core] (or [Dolphin.Core]) section of the GameINI.


=== Dual Core ===
=== Dual Core ===
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If DSP HLE is disabled, DSL LLE will be used, it will use either DSP LLE recompiler or DSP LLE interpreter based on your general Dolphin settings, or see [[#DSP Emulator Engine]]. More information at [[Audio Emulation]].
If DSP HLE is disabled, DSL LLE will be used, it will use either DSP LLE recompiler or DSP LLE interpreter based on your general Dolphin settings, or see [[#DSP Emulator Engine]]. More information at [[Audio Emulation]].
=== DSP LLE on Dedicated Thread ===
Will do nothing in {{revision|4.0-4488}} and later.
*<code>DSPThread = True</code> or <code>False</code> to enable and disable the "DSP LLE on Dedicated Thread" respectively.


=== Emulation Speed (formerly Framelimit) ===
=== Emulation Speed (formerly Framelimit) ===
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=== Synchronize GPU Thread ===
=== Synchronize GPU Thread ===
SyncGPU is a speed hack for dual core mode to allow games to get around dual core glitches without having to use single core. Usually not much faster than single core mode.
SyncGPU is a speed hack for dual core mode to allow games to get around dual core glitches without having to use single core. Usually not much faster than single core mode.
*<code>SyncGPU = True</code> or <code>False</code> to enable and disable the "Synchronize GPU thread" respectively.
*<code>SyncGPU = True</code> or <code>False</code> to enable and disable the "Synchronize GPU thread" respectively. Even with this setting set to false, Dolphin will still synchronize the threads during idle skipping.
On Android, the Synchronize GPU thread setting instead provides three choices. To set the same configurations through the GameINI (which also works on non-Android versions) use:
*<code>SyncGPU = True</code> and <code>SyncOnSkipIdle = True</code> for "Always"
*<code>SyncGPU = False</code> and <code>SyncOnSkipIdle = True</code> for "On idle skipping"
*<code>SyncGPU = False</code> and <code>SyncOnSkipIdle = False</code> for "Never"
 
=== GPU Overclock ===
*<code>SyncGpuOverclock= 1.0</code> translates to "100%" GPU clock. The value of Overclock can be any float, and it acts as a multiplier; 0.5 is 50%, 1.0 is 100%, 1.5 is 150%, 2.0 is 200%, etc. This setting has an effect only if SyncGPU is enabled or Dual Core is disabled. <!-- Deterministic dual core might work too -->


=== Speed Up Disc Transfer Rate ===
=== Speed Up Disc Transfer Rate ===
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  4 = Italian
  4 = Italian
  5 = Dutch
  5 = Dutch
== [Controls] ==
See [[GameINI (Controller Settings)]]


== [Video_Settings] ==
== [Video_Settings] ==
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=== Shader Compilation ===
=== Shader Compilation ===
*<code>ShaderCompilationMode = 0</code>
*<code>ShaderCompilationMode = 0</code>
<pre>0 = Synchronous
<pre>0 = Specialized (Default)
1 = Synchronous (Ubershaders)
1 = Exclusive Ubershaders
2 = Asynchronous (Ubershaders)
2 = Hybrid Ubershaders
3 = Asynchronous (Skip Drawing)</pre>
3 = Skip Drawing</pre>


=== Compile Shaders Before Starting ===
=== Compile Shaders Before Starting ===
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*<code>SafeTextureCacheColorSamples = 512</code> -> Texture Cache Accuracy "Middle", the middle option on the slider.
*<code>SafeTextureCacheColorSamples = 512</code> -> Texture Cache Accuracy "Middle", the middle option on the slider.
*<code>SafeTextureCacheColorSamples = 128</code> -> Texture Cache Accuracy "Fast", the right most option on the slider.
*<code>SafeTextureCacheColorSamples = 128</code> -> Texture Cache Accuracy "Fast", the right most option on the slider.
=== GPU Texture Decoding ===
*<code>EnableGPUTextureDecoding = True</code> or <code>False</code> to enable and disable "GPU Texture Decoding" respectively.


=== Aspect Ratio ===
=== Aspect Ratio ===
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=== Load Custom Textures ===
=== Load Custom Textures ===
*<code>HiresTextures = True</code> or <code>False</code> to enable and disable "Load Custom Textures" respectively.
*<code>HiresTextures = True</code> or <code>False</code> to enable and disable "Load Custom Textures" respectively.
=== Prefetch Custom Textures ===
*<code>CacheHiresTextures = True</code> or <code>False</code> to enable and disable "Caching custom textures to RAM on startup".


== [Video_Enhancements] ==
== [Video_Enhancements] ==
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=== Post-processing Effects ===
=== Post-processing Effects ===
This option will only work with the OpenGL and Vulkan backend. Use the names listed in the drop down menu of the option, below we use sepia as an example.
This option will only work with the OpenGL and Vulkan backend on versions before {{revision|5.0-9638}}. Use the names listed in the drop down menu of the option, below we use sepia as an example.
*<code>PostProcessingShader = sepia</code>, also you can put the name of your preferred shader here.
*<code>PostProcessingShader = sepia</code>, also you can put the name of your preferred shader here.


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===Immediate XFB ===
===Immediate XFB ===
*<code>ImmediateXFBenable = True</code> or <code>False</code> to enable and disable "Immediate XFB" respectively.
*<code>ImmediateXFBenable = True</code> or <code>False</code> to enable and disable "Immediate XFB" respectively.
=== Skip Presenting Duplicate Frames ===
*<code>SkipDuplicateXFBs = True</code> or <code>False</code> to enable and disable "Skip Presenting Duplicate Frames" respectively.


=== Defer EFB copies to RAM ===
=== Defer EFB copies to RAM ===
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=== Defer EFB Cache Invalidation ===
=== Defer EFB Cache Invalidation ===
*<code>EFBAccessDeferInvalidation = True</code> or <code>False</code> to enable and disable "Defer EFB Cache Invalidation" respectively.
*<code>EFBAccessDeferInvalidation = True</code> or <code>False</code> to enable and disable "Defer EFB Cache Invalidation" respectively.
=== Manual Texture Sampling ===
*<code>FastTextureSampling = True</code> or <code>False</code> to disable and enable "Manual Texture Sampling" respectively. Beware that it has the opposite behavior of the GUI option!


== [Video_Hardware] ==
== [Video_Hardware] ==
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== [Video_Stereoscopy] ==
== [Video_Stereoscopy] ==
The following entries go under [Video_Stereoscopy] (or [Graphics.Stereoscopy]) section of the GameINI.
The following entries go under [Video_Stereoscopy] (or [Graphics.Stereoscopy] although that is currently bugged, see [https://bugs.dolphin-emu.org/issues/12510?next_issue_id=12509#note-1 here]) section of the GameINI.


=== Stereoscopic 3D Offset Settings ===
=== Stereoscopic 3D Offset Settings ===
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== [DSP] ==
== [DSP] ==
The following entries go under [DSP]<!--Add [Dolphin.DSP] once issue #12510 is fixed--> section of the GameINI.
The following entries go under [DSP] (or [Dolphin.DSP]) section of the GameINI.


=== Audio Backend ===
=== Audio Backend ===
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