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Remove the low-end GPU mode from the settings.
The user asked for it: the mode no longer gains frame rate, and the mesh shader fallback covers the cards it was written for. Its switch in the settings menu's Game tab is gone with the rows under it, and so are their 57 text ids and strings. low_end_gpu itself does nothing any more. It is still a known key, so an older nx2navi.ini gives no unknown-key warning, and while it is on the log says once that the mode was removed in 0.10.2. The preset that gave nine keys other defaults is gone, and so is the rule that read the mode's keys only while it was on: each of them (mesh_emulation, tex_clobber, foliage, vram_heap_limit, vram_reserve_mb, upload_batch_mb, mirror_stage, mirror_hot, submit_finish_gpu and the others) is an ordinary setting with the default of its row or of its reader, so a line a player wrote by hand keeps counting and a file with only the switch runs the game as it runs for everyone else. guest_opt in nx2navi.ini counts for the next rebuild without the switch too (tools/make_game.py). The recorder thread read the switch itself: on an AMD card without mesh shaders the mode turned it on. It is off on every AMD card now unless vk_recorder = 1 is set. nx2navi.ini.example lists the former mode's settings as single settings, the 0.10.2 notes have a Removed entry and name the foliage fix of the commit before this one, and the comments that said what the mode sets say so in the past tense. tests/cfg_parse_check has the new reading of the switch and of the keys without it; the test matrix is at 90 ok with the same two not ok as before (installer_test, worktree_test), and a clean build compiles 169 runtime files and links. Not run in the game. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -447,18 +447,25 @@
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# are what costs least to lose, and a draw that needs one later builds it again from the pipeline cache. 0: every
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# pipeline stays for the run, as before 0.10; tex_vram_pressure = 0 turns this off too. Read at start.
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# pipe_release = 1
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# Low-end GPU mode (experimental; also in the settings menu's Game tab). For older graphics cards, and ones short of
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# video memory: 1 turns on the settings written for them and measured on a Radeon RX 580, for every key below that
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# this file does not set itself. Mesh shaders run as compute where the card has none (mesh_emulation), video memory
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# stays within what the driver reports free (vram_heap_limit = auto, vram_reserve_mb = 512), large texture upload
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# batches go to the GPU early (upload_batch_mb = 256; every batch goes at 64 MiB of staging at the latest with or
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# without it, so only a value below 64 acts), game memory is copied for the GPU while a frame is recorded and
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# the game waits less for the GPU (mirror_stage = 1, submit_finish_gpu = 0), pools the game refills every frame stay
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# in system memory (mirror_hot = 25), and a texture read after another image was drawn over its memory gets memory of
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# its own (tex_clobber = 1). Frames prepared on a thread of their own (replay_async) stay off in this mode too, as they
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# can show a dark or flickering frame now and then; its row under the mode's switch turns them on. 0, the default: each of these stays as it was in 0.9.1, and none of these keys
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# is read. Read at start.
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# low_end_gpu = 0
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# The low-end GPU mode of 0.9.2 to 0.10.1 is gone: low_end_gpu = 1 in an older file does nothing, and the log says
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# so once. The settings it turned on are ordinary settings now, each off unless this file sets it, and none has a row
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# in the settings menu. Read at start.
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# mesh_emulation = 1 runs mesh shaders as compute where the card has none, in place of the mesh fallback (never on an
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# NVIDIA card). vram_heap_limit = auto and vram_reserve_mb = 512 keep video memory within what the driver reports
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# free. upload_batch_mb sends large texture upload batches to the GPU early (every batch goes at 64 MiB of staging at
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# the latest, so only a value below 64 acts). mirror_stage = 1 and submit_finish_gpu = 0 copy game memory for the GPU
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# while a frame is recorded and let the game wait less for the GPU. mirror_hot = 25 keeps pools the game refills every
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# frame in system memory. tex_clobber = 1 gives a texture read after another image was drawn over its memory memory
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# of its own. foliage = reduced draws no small grass or moss, off no foliage.
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# mesh_emulation = 0
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# vram_heap_limit = 0
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# vram_reserve_mb = 0
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# upload_batch_mb = 0
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# mirror_stage = 0
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# submit_finish_gpu = 1
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# mirror_hot = 0
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# tex_clobber = 0
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# foliage = full
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# Textures the game released that are kept as they are (1 to 16384); past this count only those that lose nothing
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# when dropped go. Default: one per 2 MB of the video memory budget, 2048 to 8192. Read at start.
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# tex_released_max = 4096
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