Turn the Game tab's Testing settings on by default for 0.10.2, as the user asked: CPU helper threads Automatic (replay_workers = auto, which gives none on four cores or fewer and none on AMD's driver for RX 6000 and older), Helpers work ahead 4 (replay_pipe), Helpers take small jobs 16 (replay_small) and Start next frame early On (tail_early). A value a player set in the menu or nx2navi.ini stays; the notes say how to go back to 0.10.1's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
chrg6
2026-11-14 03:20:37 -05:00
parent 87b4e2607e
commit 69ab33d1f1
5 changed files with 37 additions and 24 deletions

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@@ -102,31 +102,31 @@
# the game has sometimes rewritten by then.
# replay_async = 0
# EXPERIMENTAL. Record the large groups of draws of a submission on this many replay worker threads beside the
# submitting one: auto or 0 to 16. Default: 0, the replay records everything on one thread. auto (the default in
# 0.10.0 only): half the CPU's physical cores less one (2 on 6 cores, 3 on 8, 5 on 12, at most 6), none on four cores or
# submitting one: auto or 0 to 16; 0 records everything on the submitting thread. Default: auto (0 in 0.10.1 only):
# half the CPU's physical cores less one (2 on 6 cores, 3 on 8, 5 on 12, at most 6), none on four cores or
# fewer and none on AMD's driver for RX 6000 and older Radeon cards, where a player's game lost its graphics device with
# workers on; the log's "replay workers automatic" line says how many. 3 gave 51.7 instead of 43.6 fps standing in Hyrule Field on an RX
# 7900 XT, and more than 3 gave nothing more there. Also in the menu: Game, Testing, CPU helper threads.
# With 1 a worker records each long run of draws while the submitting thread waits for it: no faster, it checks that
# the pictures stay the same.
# replay_workers = 0
# replay_workers = auto
# EXPERIMENTAL. 1 lets the game start on its next frame while the graphics card still runs the end of the last one: the
# upscaler (FSR 4, FSR 3.1 or DLSS) and the interface drawn after it. The graphics card runs the same work, with the
# copies of what it wrote for the game moved before that end, and the game's waits end once those copies and the
# results it reads are there. A frame whose end hands the game anything else runs as before. Default: 0 (1 in 0.10.0
# results it reads are there. A frame whose end hands the game anything else runs as before. Default: 1 (0 in 0.10.1
# only). Standing in Hyrule Field on an RX 7900 XT with FSR 4: 50.7 instead of 42.5 fps, and 63.5
# instead of 49.4 with replay_workers = 3.
# Does nothing without one of those upscalers, nor with the lazy write-back (the default on NVIDIA and Intel cards).
# Also in the menu: Game, Testing, Start next frame early.
# tail_early = 0
# EXPERIMENTAL, with replay_workers. replay_pipe = N (1 to 4, default 0): the submitting thread goes on past up to N
# groups its workers still record. replay_small = N (0 to 63, default 0, needs replay_pipe): a group of N draws or more
# tail_early = 1
# EXPERIMENTAL, with replay_workers. replay_pipe = N (0 to 4, default 4): the submitting thread goes on past up to N
# groups its workers still record. replay_small = N (0 to 63, default 16, needs replay_pipe): a group of N draws or more
# that is too small to share out (fewer than 64 draws) goes whole to one worker; 64 or more reads as 63. Kokiri Forest
# standing on an RX 7900 XT with FSR 4, tail_early = 1, replay_workers = 5, replay_pipe = 4 and replay_small = 16: 63
# instead of 45 fps with all of them off. Also in the menu: Game, Testing, Helpers work ahead (replay_pipe) and Helpers
# take small jobs (replay_small).
# replay_pipe = 0
# replay_small = 0
# take small jobs (replay_small). Neither does anything without replay workers.
# replay_pipe = 4
# replay_small = 16
# EXPERIMENTAL, THE GAME CRASHES WITH 1. 1 lifts the virtual core gate: guest threads run without the console's limit
# of one thread per core, and the game keeps per-core data without locks. With 1 the game crashes or hangs,
# usually at start. Keep 0 to play.