GameINI: Difference between revisions

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→‎GameCube Serial Port: forgot to add eq and ip placeholder
m (→‎GameCube Serial Port: forgot to add eq and ip placeholder)
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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
=== GameCube Slots ===
Implemented in {{revision|5.0-15842}}
*<code>SlotA = 8</code> for GCI Folder. Choose a number from below list to change what is in Slot A.
*<code>SlotB = 255</code> for Nothing. Choose a number from below list to change what is in Slot B.
0 = Dummy
1 = MemoryCard
4 = Microphone
7 = Gecko
8 = GCI Folder
9 = Advance Game Port
255 = Nothing
Set the full path to the memory card file.
*<code>MemcardAPath = pathtoslotAfile</code>
*<code>MemcardAPath = pathtoslotBfile</code>
=== GameCube Serial Port ===
Implemented in {{revision|5.0-15842}}
*<code>SerialPort1 = 255</code> for nothing. Choose a number below which type of Broadband Adapter you are using.
5  = Broadband Adapter (TAP)
10 = Broadband Adapter (XLink Kai)
12 = Broadband Adapter (Built In)
*<code>BBA_MAC = MAC</code> to set the Ethernet MAC address.
*<code>BBA_XLINK_IP = 127.0.0.1</code> to set the IP address of the PC/device where XLink Kai is running.
*<code>BBA_BUILTIN_DNS = IPADDRESS</code> the DNS server to use for the builtin adapter
=== Wii Configuration ===
*<code>PAL60 = True</code> to enable EuRGB60 or <code>False</code> to disable.
*<code>WiiSDCard = True</code> to enable Wii SD/SDHC Card or <code>False</code> to disable.
*<code>WiiSDCardAllowWrites = True</code> to allow SDCard writes or <code>False</code> to disable.


== [Controls] ==
== [Controls] ==
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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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  8 = Traditional Chinese
  8 = Traditional Chinese
  9 = Korean
  9 = Korean
== [Dolphin.BluetoothPassthrough] ==
===Enable===
*<code>Enabled = True</code> or <code>False</code> to Enable or Disable bluetooth passthrough.


== See also ==
== See also ==

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