GameINI: Difference between revisions

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846 bytes added ,  19 January 2022
I haven't seen this documented anywhere. PR #2533 implemented it and #4317 was an attempt to expose it to the UI
m (→‎GPU Texture Decoding: forgot bulletpoint)
(I haven't seen this documented anywhere. PR #2533 implemented it and #4317 was an attempt to expose it to the UI)
(10 intermediate revisions by 2 users not shown)
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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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=== 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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=== 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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=== 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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== [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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