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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) |
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== [Core] == | == [Core] == | ||
The following entries go under [Core] | 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]]. | ||
=== 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 = | <pre>0 = Specialized (Default) | ||
1 = | 1 = Exclusive Ubershaders | ||
2 = | 2 = Hybrid Ubershaders | ||
3 = | 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] | The following entries go under [DSP] (or [Dolphin.DSP]) section of the GameINI. | ||
=== Audio Backend === | === Audio Backend === |
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