Files
NX2navi/nx2navi.ini.example
chrg6 4cbdecb64b Round the physics solver's step count up above 60 fps and give Ocarina a steady step.
Above 60 fps players fell off moving platforms. The physics system takes its solver step count for a frame as
trunc(frames per update * 4 + 0.001): 4 at 60 fps and 8 at 30, the rates the game ships with, but 3 from 61 to 80
fps, 2 to 120, 1 to 240 (144 solver steps a second at 144 fps against 240 at 60), and 0 in a frame shorter than a
quarter of a 60 Hz frame. The solver skips its whole solve and sub-integration loop at 0, so such a frame resolves no
contact or friction and moves no rigid body. At a 240 fps limit, which "unlimited" paces at too, that was the frame
after every late one: the pacer keeps its phase, so the next display interval is shorter than the period.
The new patch set osolver rounds the count up, ceil(frames per update * 4 - 0.25): 4 and 8 as before, never fewer
steps a second than at 60 fps, at least 1. physics_steps = 0 gives the game's own count.

The step itself was the mean of the last five display intervals and changed with every frame: intervals of 5 and 30
ms in turn gave steps of 15 and 20 ms in turn, and one 60 ms frame at 200 fps took the step from 5 to 16 ms for five
frames. The game never saw a changing step on the console. The step is now the mean of the last 12 intervals without
the longest and the shortest, is the pacer's period when within 3% of it (at a 60 fps limit exactly one frame, every
frame), and repays the time the game was not given at up to a tenth of the step, so game time still follows the
clock. It is at least 1/480 s. step_steady = 0 gives the mean of five again. With trace = perf the fps lines show the
shortest and longest step and the time owed.

tests/frame_step_check.py drives frame_rate.c with made-up display times and the rest of the runtime stubbed.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-09 22:54:46 -05:00

610 lines
42 KiB
Plaintext

# nx2navi.ini: settings for nx2navi.exe. Copy this file to nx2navi.ini next to nx2navi.exe and remove the '#' of a line to change it.
# Each line shows the default; on a Steam Deck the device profile ([display]) changes a few of them. A NX2NAVI_*
# environment variable of the same name (NX2NAVI_FPS_LIMIT for fps_limit) overrides the file. Keys are case-insensitive;
# '#' and ';' start a comment; [sections] only group lines.
[frame rate]
# Frame rate limit: 30, 40, 45, 60, 90, 120, 144, any whole rate from 30 to 240, display (the refresh rate of the
# window's monitor, at most 240) or unlimited (as fast as the PC goes, at most 240 frames of the game a second). A
# higher rate gives 240: far above it the game's own code fails (its quick menu crashed at 700 fps). Above 60
# is experimental and needs realtime = 1. Changes while the game runs take effect at once.
# With mailbox or fifo presentation (vk_present, the default) a frame reaches the screen at a vertical blank, so a limit
# that does not divide the monitor's refresh rate keeps each frame on screen for a different number of refreshes. On a
# 320 Hz monitor 80, 64, 40 and 32 divide it and 90 does not: 90 fps alternates 3 and 4 refreshes per frame, which reads
# as judder while the frame counter still shows 90. Likewise on 240 Hz 60, 48 and 40 divide it and on 144 Hz 72, 48 and
# 36 do, while 60 does not. vk_present = immediate shows a frame as soon as it is presented, without this quantisation,
# at the cost of tearing. A monitor running with variable refresh (FreeSync, G-Sync) follows the frames instead, so
# there any limit inside its range is even.
# With frame generation on (framegen, [display]) the limit counts the frames on screen, generated ones included: the
# game draws the limit divided by the multiplier. Unset, the limit is then the monitor's refresh rate instead of 60, so
# at 4x on a 165 Hz monitor the game draws about 41 fps and the screen shows 165; a limit set here is kept as it is.
# fps_limit = 60
# Where RivaTuner Statistics Server is installed and running, the limit goes into its profile for the game's
# executable and RTSS does the limiting instead of the game; closing the game puts back what the profile held.
# Changing that profile needs the game run as administrator (RTSS keeps its profiles under Program Files); without
# it, or with frame generation on, the game limits by itself, and also when RTSS's own frame counter shows the game
# well past the limit (RTSS then hooks the game without holding it back). rtss = 0 always leaves it to the game.
# rtss = 1
# 1: asks RTSS's EnumProfiles whether the game's profile exists, instead of looking for its file. EnumProfiles crashes
# the game (RTSS keeps a pointer of the game's in 32 bits); only for testing an RTSS that fixed it.
# rtss_enum = 0
# Older key, read only while fps_limit is unset: fps60 = 0 means a limit of 30.
# fps60 = 1
# Real-time frame step: game speed follows the clock instead of the frame count.
# realtime = 1
# Cloth simulation on the real-time clock. Needs realtime = 1.
# cloth_realtime = 1
# Fix for physics that bounce at high frame rates.
# highfps_fix = 1
# Above 60 fps the game's physics solved contacts and friction in fewer steps a second than at 60, and in none at all
# in a frame shorter than 1/240 s, so things standing on moving platforms were left behind. 1 rounds the step count
# up instead; 0 is the game's own count.
# physics_steps = 1
# The step the game is given each frame: 1 keeps it steady (the same value from frame to frame while the frame rate
# holds, exactly one 60 Hz frame at a 60 fps limit) and makes up for a late frame over the next second; 0 is the mean
# of the last five frame times, which changes with every frame.
# step_steady = 1
[performance]
# The keys of this section and of [diagnostics] are for testing and troubleshooting, and take effect at the next start.
# The Advanced tab of the settings menu (F1) shows all of them except zstd_native and zstd_check.
# Scheduling.
# A thread waiting for a virtual core interrupts the owner when it runs game code: 1 = on, 2 = priority inheritance
# without the interrupt, 0 = off (the old scheduling).
# async_preempt = 1
# Replay NVN submissions on their own thread, at most one frame behind the game, 0 or 1. Default: off. Helps where the
# game waits for the GPU; adds up to a frame of latency.
# replay_async = 0
# 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.
# free_cores = 0
# Windows timer resolution of 1 ms for steadier frame pacing (0 = the Windows default).
# timer_1ms = 1
# The thread that records the GPU work keeps the highest scheduling priority (recorder_prio), and a core of its own that
# the process's other threads stay off (recorder_core: auto = with 12 or more logical processors, 1 always, 0 never).
# recorder_prio = 1
# recorder_core = auto
# Submissions handed to the GPU queue together in one call, 1 to 16 (1 = each one at once).
# submit_batch = 4
# Dynamic resolution, 0 or 1, applied at once: with a DLSS upscaling mode, the scene resolution follows the GPU time
# per frame toward dyn_res_target milliseconds (1 to 100), one DLSS step at a time, each held for dyn_res_step frames
# (8 to 600), from the DLSS mode set down to performance. Default: off.
# dyn_res = 0
# dyn_res_target = 16.7
# dyn_res_step = 45
# Shaders and pipelines.
# Draws whose pipeline is still building: default waits on a reserved worker; draw is the previous scheduling.
# pipe_wait = default
# Which draws are dropped instead of waiting for their pipeline: strict (only draws into per-frame passes), any (also
# draws into passes whose target a recent frame rendered) or fullscreen (those and full-screen draws).
# pipe_skip = fullscreen
# How long (ms) a draw into a target no recent frame rendered waits for a pipeline built for the first time,
# then is skipped. The default waits, as such a target (a lookup table, a new area's target) can stay empty if
# skipped; a lower value caps the stall.
# oneshot_wait_ms = 30000
# 1: those draws share a wait budget per presented frame instead (100 ms for large passes, 300 ms for small ones); a
# draw left over is drawn the next frame its target is drawn. Shortens the long first frame of a new area.
# oneshot_budget = 0
# Build shader stage libraries in the background ahead of time, and the threads for it (1 to 16; default 2). More
# threads mostly wait on the graphics driver's lock: 16 on NVIDIA spent about 8 cores spinning in the driver.
# lib_prebuild = 1
# lib_prebuild_threads = 2
# 1: very large compute shaders that no cache holds are built on one background thread after the start. 0: each is
# built when the game first uses it, which can hold that frame for a second or two.
# lib_prebuild_big_bg = 1
# The commit headroom in MB those background builds wait for (0: no check).
# big_build_free_mb = 8192
# How far those background builds may raise the process commit in MB before the rest wait for their first use instead
# (0: no limit). Each large shader costs the driver 1-4 GB; on a 31 GB machine four of them took the process from 15 to
# 29 GB and the game stuttered, so raise this only on a machine with room to spare.
# big_build_max_mb = 4096
# 1: the log says how many pipelines came from pipeline-cache.bin; 2 also logs every compute pipeline built. 0: off.
# pipe_feedback = 1
# pipeline-cache.bin larger than this (MB) starts empty and is rewritten (0: no limit).
# pipeline_cache_max_mb = 512
# 1: where the driver has VK_KHR_pipeline_binary, compiled pipelines are kept in pipeline-binaries.bin under the
# runtime's own keys, so a renamed or updated exe starts without compiling them again (pipeline-cache.bin is then
# not used). Default 0 (pipeline-cache.bin only) while it is being tested.
# pipe_binaries = 0
# pipeline-binaries.bin larger than this (MB) starts empty and is rewritten (0: no limit).
# pipe_binaries_max_mb = 1024
# Build known pipelines ahead of time.
# pipe_prebuild = 1
# 1: the start waits until every known pipeline is built. Default 0: with the graphics pipeline library the start
# builds them for at most 20 seconds and the rest in the background while you play.
# prewarm_full = 0
# Threads that translate known shaders at start (1 to 64; default: half the CPU threads, at most 16).
# prewarm_xlate = 8
# After an update that brings a new shader translator, 1 keeps using the shader cache's translations from the earlier
# translator, so the update adds no shader translation at start or in play: while you play, a background pass at the
# lowest priority translates them again with the new translator for the next start, then deletes the old ones. A shader
# the new translator cannot translate keeps its old translation. 0: shaders the new translator has not translated yet
# are translated before they are used (at start or when the game first draws them), as earlier versions did.
# shader_carry = 1
# Vulkan graphics pipeline library, 0 or 1. Default: on.
# gpl = 1
# Textures and memory.
# ASTC texture decoding: native (the GPU's own ASTC support), gpu (a compute shader), cpu, or auto (native when the GPU
# has it, gpu otherwise).
# astc = auto
# With astc = gpu: re-encode the decoded ASTC textures to BC3, a quarter of the video memory, textures slightly blockier,
# 0 or 1. Default: on when the GPU has less than 5 GB of video memory, off otherwise.
# astc_bc = 1
# Game memory shared with the GPU: auto (mirror on a discrete GPU, import on an integrated one), import (host memory
# imported into Vulkan), mirror (pools used as buffers get a copy in video memory) or verify (mirror plus a check of
# every copy; slow). On a discrete GPU import can be far slower than mirror, not slightly slower: the GPU reads the
# game's pools over PCIe. A 5070 Ti Laptop went from 6 ms to 135-230 ms of GPU time per frame with import (5 fps on the
# title screen, bound: gpu, every line of the perf window waiting on a fence). The log names the mode in use: "mem:
# mode import" or "mem: mode mirror".
# memory = auto
# A new texture created over a live texture's memory starts with that content instead of empty.
# tex_alias = 1
# Small texture uploads stage in ranges of a few kept buffers instead of a new buffer each (0 = a buffer each).
# stg_arena = 1
# With astc = gpu: the compute shader reads the blocks in the game's tiled layout, so the CPU only copies the
# texture (0 = the CPU untiles the blocks first).
# astc_gpu_deswizzle = 1
# With astc = gpu: 1 keeps the decoder's scratch buffer from one upload batch to the next instead of making it again for
# each, to shorten the hitches when an area loads (0 = one per batch; off until a play test measures it).
# astc_scratch_keep = 0
# With astc = gpu: 1 stages a texture's ASTC blocks in the shared staging ranges instead of a buffer of their own
# (0 = a buffer each; off until a play test measures it).
# astc_arena = 0
# A render target that needs an image of its own takes the image of a released one of the same size and format
# instead of making a new one (0 = always a new image).
# tex_reuse = 1
# 1: shaders mark the textures they sample, so that while video memory or the system's memory runs low, textures no
# shader sampled for a while go, even those the game keeps registered (the areas it has loaded); one sampled again is
# made again within a few frames. The first start after changing it builds the pipelines again. 0: such textures stay.
# 2 (diagnosis): the same marks, and such textures give way to stand-ins in the texture pool, but none is freed.
# tex_disuse = 1
# 1: a texture the game releases and takes straight back, with nothing else changed at its address, leaves the texture
# table's slots there as they were, instead of having them all looked up again (large towns release and take back
# thousands a second). 0: every release and take-back counts as a change, as before.
# tex_gen_undo = 1
# Host zstd decoder in place of the game's (0 = the game's), and a check that decodes every call both ways and logs
# the differences (1 = on; slow). Ocarina of Time 1.1.1 keeps the game's decoder while zstd_native is unset: its host
# decoding has not been through a check run yet, so there it takes zstd_native = 1 (or the check) to turn it on.
# zstd_native = 1
# zstd_check = 0
# Render fixes.
# Wait for the game to finish rewriting level-of-detail data before the GPU reads it: stops objects flashing in the
# wrong place and a flat far field for a frame.
# lod_guard = 1
# Fill the driver-reserved constant bank c0 (storage sizes, dispatch size, point size, base instance) instead of zeros.
# fix_c0 = 1
# New GPU memory pools start zero-filled, as Switch memory does.
# fix_zero = 1
# Optimisations, 0 turns each off: skip bindings that did not change, remember shader lookups, reuse the previous
# draw's pipeline when its state repeats, remember texture descriptors between draws, update descriptors in bulk,
# skip push constants that did not change.
# bind_skip = 1
# shader_memo = 1
# 1 flushes every shader cache file to the disk before it is used, as earlier versions did; 0 (default) flushes only
# the stored game code, which makes shader preparation about twice as fast (a torn file is translated again).
# shader_cache_flush = 0
# pipe_memo = 1
# tex_memo = 1
# desc_template = 1
# push_skip = 1
# More optimisations, 0 turns each off: a draw resolves again only the descriptors whose bindings changed, and records
# only the dynamic states whose values changed since the last pipeline.
# bind_reuse = 1
# dyn_delta = 1
# Submit GPU work in parts every N draws so the GPU starts earlier (0 to 1000; 0 = off), each part at least split_us
# microseconds long (0 to 20000). split_in_pass = 1 also splits inside a long pass (it ends there and begins again in the
# next part); 0 splits between passes only. split_idle = 1 sends a submission's first part at the first pass boundary
# while the GPU has nothing else to run; it made the foliage flicker in Kokiri Forest, so it is off by default.
# split_draws = 64
# split_us = 1000
# split_in_pass = 1
# split_idle = 0
# Vulkan.
# Vulkan validation layer: checks every call and slows the game down a lot. Needs the layer installed (Vulkan SDK).
# vk_validation = 0
# A thread of its own makes the Vulkan calls of each frame, 0 or 1. Default: on, except on AMD GPUs.
# vk_recorder = 1
# Dynamic vertex input, 0 or 1. Default: on, except on Intel's older integrated GPU drivers (Vulkan 1.3.215 and older).
# vk_dyn_vertex = 1
# Dynamic alpha to coverage, 0 or 1. Default: on, except on AMD's driver for RDNA 2 and older (RX 400 to RX 6000),
# which applies alpha to coverage while the dynamic state says off and draws the characters black.
# vk_dyn_a2c = 1
# Pin the shader subgroup size to 32 when the GPU allows it.
# vk_subgroup_pin = 1
# Keep a shader's threads together after divergent code where the game's shaders expect it (maximal reconvergence,
# when the driver supports it). 0 turns it off; leaves then go missing from the foliage's colour pass.
# vk_reconverge = 1
# Ask the GPU driver to keep NaN, infinity and signed zero in the game's shader maths as the Switch does, 0 or 1.
# Without it a driver may assume they never occur. The AMD symptoms it is for: Navi drawn without her orb (only her
# sparkles), black and white blocks on her and on Link, shadows blown up. Default: on, except on NVIDIA's driver,
# which keeps them anyway; 1 also asks NVIDIA's driver. The first start after a change compiles the pipelines again.
# vk_nan_preserve = 1
[display]
# Device profile: auto (the Steam Deck when this is one), desktop or deck. On a Steam Deck the keys this file does not
# set default to fullscreen = 1, window_size = 1280x800, output_res = 1280x800, render_scale = game, vk_present = fifo
# and fps_limit = 40 (starting points, not measured yet). Read at start.
# device_profile = auto
# Presentation mode: mailbox (default when the driver offers it, vsync otherwise), fifo (vsync) or immediate. The menu's
# VSync switch sets mailbox when on and immediate when off.
# vk_present = mailbox
# Window client area in screen pixels (640x360 to 7680x4320), and borderless fullscreen. Windows display scaling does
# not apply: at 150% scale, 1920x1080 covers the area 1280x720 covers at 100%. F11 switches fullscreen and saves it
# here. Changes while the game runs take effect at once.
# window_size = 1920x1080
# fullscreen = 0
# Which monitor the game window opens on, centred in its work area; fullscreen covers that monitor. auto (default): the
# system places the window. primary; a number, counting from 1 in the order `nx2navi.exe --list-monitors` prints; or part
# of the monitor's name, ignoring case (on Windows also of a GDI device name, display3; on Linux the name carries the
# connector, such as dp-2). For a virtual display that may not exist yet, use its name: when nothing matches, the log
# lists the monitors and the window is placed as with auto. The command line `--monitor <value>` overrides this for one
# run. Read at start. On Wayland a window cannot place itself: only fullscreen opens on the chosen monitor, and a
# windowed window opens where the compositor puts it.
# monitor = auto
# 1, the default: the game keeps running while you are in another window; the keyboard stays quiet until the window is
# in front again. 0: it pauses when its window loses focus, as it does on the Switch when Home is pressed; a load
# interrupted that way can stop for good. Read at each focus change.
# assume_focus = 1
# Performance overlay in the top right corner: off, fps, or full (frame rate, mean and longest frame time). F10
# cycles the modes in game, as do both stick clicks (L3 + R3) on a controller.
# perf_overlay = off
# Which GPU to use: its index in the log, or part of its name. Default: the first discrete GPU with Vulkan 1.3.
# gpu_index = 0
# gpu_name = NVIDIA
# Game resolution: the size the game draws its picture and interface in (1280x720 to 7680x4320). Above 1920x1080 the
# game's texture heap and memory pool grow with it. Another shape than 16:9, such as 3440x1440 on a 21:9 monitor or
# the Steam Deck's 1280x800 (16:10), gives the camera's view that shape and lays the HUD out for it. The installer
# prepares the UI layout for fifteen sizes: 2560x1080, 3440x1440, 3840x1600, 5120x2160 (21:9), 3840x1080, 5120x1440
# (32:9), 1280x800, 1680x1050, 1920x1200, 2560x1600 (16:10), 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000
# (3:2). Any other size
# gets the camera's view but a 16:9 HUD, stretched over the picture, unless you build its layout with
# tools/make_romfs_patches.py --aspect WxH. Read at start.
# output_res = 1920x1080
# Ocarina of Time sizes its picture with these two instead (output_res and render_scale do nothing there). The shape:
# 16:9, window (the window's shape, or the monitor's in fullscreen), 21:9 or 32:9. The height: 1080 (lighter than the
# game's own), 1440 (the game's own), 1800, 2160, 2880 or window (the window's height, at least 1440). The DLSS and
# FSR 3.1 modes render their share of this picture. Read at start.
# game_aspect = 16:9
# game_res = 1440
# 3D render scale: the scene's size relative to the game resolution, game (5/6, the game's own 1600x900 at 1080p) or
# a percentage (25 to 400, at most 4096 pixels a side); above 100 supersamples the scene (anti-aliasing). Read at start.
# render_scale = game
# Scaling to the window when it is larger than the game resolution: fsr (AMD FSR 1) or bilinear, and FSR's sharpening
# from 0 (off) to 100. Changes while the game runs take effect at once.
# upscaler = fsr
# sharpness = 80
# Picture shape when the window's shape differs from the game resolution's (a 16:9 picture in a 21:9 fullscreen
# window): fit, the default, keeps the shape, with black bars at the sides or above and below, so a 16:9 game in a wider
# window is no longer stretched as it used to be; stretch fills the window. Changes while the game runs take effect at
# once.
# aspect = fit
# Anisotropic filtering of surface textures: game (the level the game asks for, as on the Switch) or 2, 4, 8, 16. Keeps
# ground, roads and walls seen at a shallow angle sharp into the distance. Only filtered, mipmapped textures that tile
# are raised; shadow maps, data maps and screen-sized buffers keep the game's setting. Read at start.
# aniso = game
# Sun shadow map size: game (the game's own, which changes with the view and drops to about 400 near the ground, so
# leaf shadows look blocky and jump) or a fixed 256, 512, 768, 1024, 1536 or 2048. Above 960 the texture heap grows with
# it. 256 is coarser than the game's own and is for integrated GPUs short of memory bandwidth. Read at start.
# shadow_res = game
# Shadow map resolution: the game's sun cascades are 960x960 (and its static shadow maps 1440 and 720) whatever the game
# resolution; 2 to 4 draws them that many times larger on each side, for sharper shadows. 1 = the game's. The game's
# shadow edge filter is narrowed by the same factor (translator patch 0011), so close shadow edges don't look doubled.
# Read at start.
# shadow_scale = 1
# Sun shadow cascade range in percent of the game's (its cascades end at 20, 40, 80 and 160 m), 50 to 400: higher moves
# the steps where shadows turn softer further away, and spreads the shadow map over more ground. Read at start.
# shadow_range = 100
# Screen-space contact shadows, strength in percent (0 = off): after the game lights its scene, each pixel traces a
# short way toward the sun through the depth buffer and darkens where something close blocks it, adding the small
# shadows at feet, under stones and in grass that the shadow maps miss. Read at start.
# contact_shadows = 0
# Soft sun shadows (PCSS), percent of the default penumbra width (0 to 200; 0 = the game's own four-tap filter): sharp
# where an object meets the ground and softer the further its shadow falls. Done in the translated shaders (translator
# patch 0010), so the shader cache is rebuilt once after an update. Read at start.
# pcss = 0
# NVIDIA DLSS / DLAA for the 3D scene, on NVIDIA RTX GPUs with the DLSS model from NVIDIA's DLSS SDK next to the
# executable (Windows: nvngx_dlss.dll next to nx2navi.exe; Linux: libnvidia-ngx-dlss.so.<version> next to nx2navi, with the
# NVIDIA driver's libnvidia-ngx.so.1 installed); elsewhere the setting does nothing. The HUD is drawn after it and is not touched.
# Read at start.
# dlaa = 0
# What DLSS works from: dlaa (the 3D scene at full size), quality, balanced, performance or ultra_performance (the
# scene at 67, 58, 50 or 33 % of the output, scaled up by DLSS; these replace render_scale and sharpen texture filtering
# to match). They apply only with dlaa = 1 and the DLSS model next to the executable; otherwise the scene follows
# render_scale. Changes while the game runs take effect at once.
# dlss = dlaa
# The DLSS model: default (NVIDIA's advice per mode: K for dlaa, quality and balanced, M for performance, L for
# ultra_performance), k (K in every mode) or j (the other transformer model: slightly less ghosting behind moving
# characters, a little more flicker). Any other model by its letter, a to m: on slower RTX cards the older model e is
# cheaper. Changes while the game runs take effect at once (DLSS starts a new history).
# dlss_preset = default
# Per-object motion vectors for DLSS: characters, animals and moving objects get their own motion instead of the
# camera's, so DLSS keeps their history instead of smearing or rejecting it. Costs some CPU time each frame (about 1-2 ms
# on a laptop CPU); 0 leaves camera-only motion. Read at start.
# dlaa_objmv = 1
# Characters' trails: where a character, animal or held item moves without motion vectors of its own (all of them with
# dlaa_objmv = 0), DLSS can drag a faint copy of it. The G-buffer marks those objects; on them and where they were the
# frame before, DLSS is told to favour the current frame by this percentage (0, 35, 65 or 100; 0 off). Higher removes
# more of the trails and leaves those edges a little less smooth. Changes while the game runs take effect at once.
# dlss_char_mask = 65
# The game's own FXAA after the post effects; with DLAA on it is not needed. Changes while the game runs take effect at
# once.
# fxaa = 1
# Frame generation: off, fsr3 (AMD FSR 3.1 on any GPU: one generated frame between every two the game draws, the HUD
# kept out of it) or dlss (NVIDIA DLSS Frame Generation on GeForce RTX 40 and 50 GPUs, paced with Reflex; it needs
# nx2navi_dlssg.dll and NVIDIA Streamline's files next to the executable, which the setup puts there). Both need DLSS or
# FSR 3.1 upscaling (dlaa = 1). While frame generation runs, fps_limit counts the frames on screen, generated ones
# included: the game draws the limit divided by the multiplier (2 for fsr3). With fps_limit unset it is the display's
# rate.
# fsr3 takes effect at once, dlss (on or off) at the next start.
# framegen = off
# DLSS frame generation's multiplier: the frames on screen for each frame the game draws, 2, 3 or 4 (one, two or three
# generated). 2 needs an RTX 40 GPU or newer, 3 and 4 an RTX 50 and a current driver. A value above what the GPU and
# driver allow (Streamline reports it) is lowered to that, with a line in the log; the menu offers only what they allow.
# Each step adds a little latency, and on a 60 Hz display 4 leaves the game drawing 15 fps. Changes while the game runs
# take effect at once.
# framegen_multiplier = 2
# HDR output: hdr = 1 sends the picture as HDR10 through the HDR tone mapper, hdr = native as the game renders it in
# its own HDR mode (both need HDR on in Windows, "Use HDR", or a Wayland compositor with colour management; without it
# the picture stays SDR, the game's own). hdr_peak_nits is your display's peak; hdr_game_nits the picture's white
# (paper white, 203 is the HDR reference) and hdr_ui_nits the HUD's and the menu's. hdr is read at start, the rest at
# once.
# hdr = 0
# hdr_peak_nits = 1000
# hdr_game_nits = 203
# hdr_ui_nits = 203
# With hdr = 1: gamma correction (off, 2.2 or 2.4) shows the picture as a display of that power would, as the game was
# made to be seen; off keeps the sRGB curve. The tone mapper: vanilla is the game's own curve at SDR brightness,
# renodrt carries the game's look up to the peak.
# hdr_gamma = 2.2
# hdr_tonemap = renodrt
# With renodrt: exposure in percent (100 unchanged); highlights, shadows, contrast, saturation and highlight saturation
# from 0 to 100 (50 unchanged); blowout (bright parts towards white) and flare (lifted blacks) from 0 to 100 (0 none);
# hue correction in percent (how much bright colours keep their hue); grade, the percentage of the game's own colour
# grading the picture keeps.
# hdr_exposure = 100
# hdr_highlights = 50
# hdr_shadows = 50
# hdr_contrast = 50
# hdr_saturation = 50
# hdr_highlight_sat = 50
# hdr_blowout = 0
# hdr_flare = 0
# hdr_hue = 100
# hdr_grade = 100
[language]
# Language: a Windows locale such as de-DE, or a Switch code (en-US, ja, zh-Hant, ...). Default: the Windows locale.
# locale = en-US
# lang = en-US
# System mode reported to the game: docked or handheld.
# operation_mode = docked
# Language of the settings menu and the overlay: en, ru, pt-BR or zh-Hans. Default: the Windows display language, English if
# it is none of them.
# menu_lang = en
[discord]
# Rich Presence: "Playing NX2navi" with the play time in your Discord status while the game runs, through the
# local IPC of a running Discord client; without one it does nothing. 0 = off. The Game tab of the settings menu (F1)
# and the launcher's Settings switch it too, and a change in the menu reaches the presence thread at once.
# discord_rpc = 1
# The Discord application whose name ("Playing <name>") and artwork the status shows: its Application ID from
# discord.com/developers/applications (General Information), digits only. Default: the NX2navi application, built
# in from runtime/discord_app.h (NX2NAVI_DISCORD_APP_ID_DEFAULT). Register your own application to choose another
# name and art.
# discord_app_id = 1568862362969309275
# The key of the application's uploaded art asset (Rich Presence > Art Assets) shown as the status's large image.
# discord_image = nx2navi_512x512
[audio]
# none mixes without opening an audio device.
# audio = default
# Audio the output queues before it starts, in ms (0 to 500; above about 170, half the output ring, it is held there).
# audio_prefill_ms = 20
# Log where gaps in the sound come from (1 = on): output underruns, late passes of the audio render thread, late
# audio updates from the game and voices that ran out of queued sound, with the game frame of each.
# audio_stats = 0
# Host priority of the game's audio thread: 0 leaves it alone, 1 raises it to the highest while its audio update is
# read (the audio render thread waits for that), 2 also keeps it above normal. Takes effect at the next start.
# audio_game_prio = 0
# Volume in percent (0 to 100), on top of the game's own. Changes while the game runs take effect at once.
# volume = 100
# Speakers: stereo, 5.1 or auto (5.1 when the Windows speaker setup has six or more channels, stereo otherwise). The
# game is told the same channel count and mixes for it. Takes effect at the next start.
# audio_channels = stereo
# Which output device the sound plays on. default (the default): the system default device, which the game follows when
# the Windows default changes. Or a number, counting from 1 in the order `nx2navi.exe --list-audio-devices` prints; or part
# of a device's name, ignoring case (`headphones`). When nothing matches, or the device will not open, the log lists the
# devices and the game plays on the system default. With audio_channels = auto, the channel count is the chosen device's.
# The command line `--audio-device <value>` overrides this for one run. Takes effect at the next start.
# audio_device = default
# The game's microphone input (the Ocarina can be played into one): 1 lets it read the default recording device,
# 0 refuses it, as earlier versions did.
# microphone = 1
[input]
# Gamepad motion controls (0 = off) and vibration (0 = off).
# motion = 1
# rumble = 1
# Rumble strength in percent (0 to 300; 0 = off) and the exponent on the amplitude (0.2 to 1.5; lower = weak pulses
# stronger, 1 = linear). rumble_triggers = 1 also drives the impulse triggers of an Xbox pad.
# rumble_strength = 130
# rumble_curve = 0.6
# rumble_triggers = 0
# PlayStation 3 controller (DualShock 3), Windows: 1 reads its buttons, sticks and rumble directly from the controller
# when no driver presents it to the game as a gamepad; 0 (default) leaves it to SDL and XInput. Changes while the game
# runs take effect at once.
# ds3 = 0
# Which gamepad button is Switch A: nintendo (the default: the Switch's buttons by position on any pad, east A,
# south B, west Y, north X), xbox (south A, east B, west X, north Y, as an Xbox pad labels them; cross A on a
# PlayStation pad), playstation (the same as xbox: cross A, circle B, square X, triangle Y) or auto (nintendo for a
# pad with Nintendo labels, xbox for the others). The bind_ lines below apply
# on top. Changes while the game runs take effect at once. 0.1.9's xbox_prompts is read as nintendo with prompts = xbox.
# pad_layout = nintendo
# The buttons the game's prompts show: nintendo (the game's own), xbox (LB RB LT RT, Menu, View) or playstation (L1 R1
# L2 R2, Options, Create), with A B X Y as the button pad_layout presses is labelled: with nintendo, A shows as B or
# circle and X as Y or triangle. pc: the key each button has (the bind_ lines below when the files are made), WASD
# and the mouse. Read at start; their files come from tools/pad_prompts.py (docs/controls.md, "Button prompts").
# prompts = nintendo
# Gamepad stick dead zone in percent of full deflection (0 to 50). Raise it for a stick that drifts: inside the circle
# the stick reads centred, and the rest of its travel is scaled to start there.
# stick_deadzone = 8
# Right-stick camera speed (0.1 to 3): multiplies the game's own camera turn rates, top speed included, at each of the
# five camera sensitivities in the game's Options. Keys bound to the right stick follow it; the mouse keeps mouse_sens.
# Read at start.
# stick_sens = 1
# The dead zone of one stick, in place of stick_deadzone for that stick (0 to 50; unset = stick_deadzone). The Controls
# tab shows each stick's deflection now, so a drifting stick's resting value can be read off.
# lstick_deadzone = 8
# rstick_deadzone = 8
# Mouse camera mode: direct (default) or stick. Direct turns the camera by the raw mouse motion, the same on both axes,
# with no stick dead zone or response curve. Stick makes the
# mouse a right stick. Neither changes the gamepad. The Controls tab changes this while the game runs.
# mouse_mode = direct
# Mouse camera sensitivity (0 to 10; 0 = no mouse camera and no cursor capture).
# mouse_sens = 1
# The keyboard's sticks are all or nothing, so the game only sees a full tilt from them; while this key is held the
# keyboard-driven stick values shrink and the keyboard can walk instead of run. Key names as in the bind_ lines below,
# none turns it off. 0.2 to 0.9, the default holds for anything else. Only the keyboard is scaled: the mouse camera and
# the gamepad are unchanged. The Controls tab sets both. The default stops just above half because a keyboard sample of
# 32767 times 0.5 is one short of the 16384 the game's stick-direction bits need, and below that the keyboard stick
# reads as a partial tilt only.
# walk_key = lalt
# walk_scale = 0.51
# Write the input of this run to a file that replays as a script (docs/controls.md, "Scripted input"). Default: off.
# input_record = input.txt
# Remap buttons: the Controls tab of the settings menu (F1) writes these lines. One line per Switch button or stick
# direction: bind_<A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK> or bind_<LSTICK RSTICK>_<LEFT UP RIGHT
# DOWN>, or bind_SHAKE (shakes the right stick; no default key, Ocarina has no use for it) = comma separated
# pad:<name> and key:<name> entries, key:default / pad:default for that part's defaults, or none.
# A line replaces that button's defaults (pad and keyboard); buttons without a line keep them. Stick directions and
# SHAKE take keys only. Invalid entries are logged and skipped. Changes while the game runs take effect at once.
# pad names: south east west north l r zl zr start back lstick rstick dpad_left dpad_up dpad_right dpad_down
# lpaddle1 rpaddle1 lpaddle2 rpaddle2 (the back buttons of an Xbox Elite, DualSense Edge or Steam Controller)
# key names: a-z 0-9 f2-f7 f9 f12 num0-num9 space tab enter backspace lshift rshift lctrl rctrl lalt capslock insert
# delete home end pageup pagedown up down left right num_add num_sub num_mul num_div num_decimal minus equals
# lbracket rbracket semicolon apostrophe comma period slash backslash grave mouse_l mouse_r mouse_m mouse_x1 mouse_x2
# Defaults (pad_layout = nintendo): A = pad:east, key:E, key:lshift (held: dash). B = pad:south, key:lctrl,
# key:backspace. X = pad:north, key:space. Y = pad:west, key:mouse_l. A pad that reports A/B and X/Y swapped
# (some GuliKit models): set pad_layout = xbox, or swap them back here (keyboard keys stay):
# bind_A = pad:south, key:E, key:lshift
# bind_B = pad:east, key:lctrl, key:backspace
# bind_X = pad:west, key:space
# bind_Y = pad:north, key:mouse_l
[mods]
# Folder with the player's mods, one subfolder per mod (<name>/romfs, <name>/exefs, <name>/cheats). A relative folder
# is under the game's folder. Default: mods next to the game's exe. The setup builds the ExeFS patches and code cheats
# of the mods folder next to the exe only.
# mods_dir =
# Load order, top first, names separated by |; a mod not listed goes below the listed ones, by name. The top mod wins a
# file two mods replace. Set it here: the in-game menu has no Mods tab.
# mods_order =
# Mods switched off, names separated by |.
# mods_disabled =
# auto: when an enabled mod has cheats that change the game's code and the game was built without them, the game starts
# the setup's rebuild at start (a few minutes) and starts again after it. off: the game starts with the code it has.
# A rebuild that failed or was cancelled is not started again for the same cheats. Default: auto.
# mods_rebuild = auto
[files]
# Developer overlay: a folder with RomFS files and a manifest.tsv (tools/make_romfs_patches.py format). Players put
# their mods into the mods folder instead ([mods]). Default: none.
# romfs_mods =
# Folder with the Switch shared fonts (BFTTF files, tools/extract_fonts.py output), for Chinese and Korean text.
# Default: shared-fonts next to nx2navi.exe. NX2NAVI_SHARED_FONTS overrides it.
# shared_fonts =
[cheats]
# One line per cheat of the mods' cheat files, mods\<mod>\cheats\<build id>.txt (docs/cheats.md); the Cheats tab of
# the menu writes them. cheat_<hash> = 1 switches a cheat on, the hash being FNV-1a 32 of "<mod folder>/<cheat name>".
# Default: every cheat off.
# cheat_0123abcd = 1
[diagnostics]
# Extra lines in the log, comma separated: svc, host, ipc, fs, gfx, perf, sched, audio, present or all. The menu's
# Performance log sets perf (frame timings). Default: none.
# trace = perf
# 1: with trace = perf, walks of the process's address space count its private and write-combined memory every 600
# frames (the "mem: process" line) and where its committed memory lies every 3600 frames (the "commit census" lines).
# Each walk holds the address-space lock for 100-240 ms and delays the next frame by as much, so they are off unless
# asked for.
# mem_census = 0
# The size in MiB (16 to 256) of the blocks the renderer takes video memory in. A block goes back to the driver only once
# everything in it is freed, so smaller blocks hold less free space after area changes; larger ones need fewer
# allocations while an area loads. Default: 64.
# vma_block_mb = 64
# 1: samples each new ASTC texture's blocks on the CPU and logs how many are opaque ("ASTC alpha probe" lines), which
# could be stored at half the video memory. Slows area loads. Default: 0.
# astc_bc_probe = 0
# Flight recorder: keeps the last frames and saves them to a flight folder next to the folder of nx2navi.exe when a frame
# takes longer than flight_spike_ms (0 to 60000).
# flight = 0
# flight_spike_ms = 100
# GPU pass marks: after a GPU crash (device lost) the log names the render pass or dispatch the GPU had started and the
# last one it finished. Unset: on AMD GPUs (VK_AMD_buffer_marker). 1: also on NVIDIA GPUs
# (VK_NV_device_diagnostic_checkpoints), which NVIDIA says costs a little. 0: off.
# pass_crumbs = 1
# Once a second, puts the crash report's exception filter back if a GPU driver or an overlay loaded after the start set
# its own in its place, and says so in the log. Without it, a crash in such a DLL can end the game with no FATAL line in
# the log. 0: off.
# crash_filter_guard = 1
# Render targets up to this size (bytes, 0 to 1073741824) go back to their game memory whenever the game waits for a
# GPU fence. A larger target goes back too unless the GPU drew it in each of the last 16 frames. A game that reads a
# larger target drawn every frame without invalidating it sees stale bytes at the default. With trace = gfx the log
# names each dirty target that stays on the GPU ("fence write-back skipped-drawn-every-frame") and each one over 65536
# bytes that went back ("over-default"). Raising it costs a copy per such target and wait.
# wb_fence_limit = 65536
# Log kernel services that block longer than this many ms, with the service number (0: off). A stalled frame shows up as
# time in the replay; this says whether the guest was waiting in a service, and which one.
# svc_slow_ms = 0
# 1: the frame-time summary also splits the replay by op kind (draw, bind, transfer), which says where a stalled frame
# went. The clock reads cost a fraction of a millisecond a frame, so it is off by default.
# replay_time = 0
# A frame whose texture work on the render thread (new textures, uploads, upload submits) takes at least this many ms
# gets a "texup:" line in the log that splits it: creation, staging, storage copy, ASTC recording, scratch buffers and
# new device memory (up to 400 lines; 0: none; 16 catches the area-change hitches).
# texup_log_ms = 0
# 1: the frame-time summary also lists the locks the replay waited for, by the code that asked (addresses; the line's
# "ref" is perf_lock_timing_here, which the link map names), the recorder's waits, and the texture lock's holds over
# 1 ms. Off by default.
# lock_time = 0
# Texture entries the bindless texture pool may create in one refresh (images and their uploads); the rest wait for
# the next refresh and show their stand-in until then. Lower spreads streaming over more frames (smaller hitches, a
# frame or two of pop-in); higher loads sooner.
# pool_create_budget = 16
# The refresh runs before every draw that samples the pool, so the budget above holds per draw. Once a frame's
# refreshes have taken this many ms, they create nothing more until the next frame (the first refresh of each frame
# keeps its budget): an area load then spreads over several frames with stand-ins instead of holding one frame for
# 200-400 ms. 0: no limit.
# pool_create_ms = 6
# Written storage-buffer ranges up to this size in MiB (1 to 256) go back to game memory as a merge, in 4 MiB pieces:
# copied within video memory and only the words that changed written over PCIe. Larger ones are copied back whole at
# the end of every submission. Raising it from 4 to 16 took a 5.5 MiB range off the plain copies (about 46 MiB a frame
# in the field), and 32 the 4-15 MiB ranges of Kokiri Forest.
# wb_merge_max = 32
# 1: pages a VRAM mirror wrote back to game memory are not copied up into it again, as it already holds them (a write by
# the game still is). Outdoors this removed about 57 MiB of copies a frame. 0: they are copied up again.
# wb_no_reup = 1
# 1: finds out who reads what the GPU wrote back into guest memory. The 2 MiB regions inside a range just written back
# are made inaccessible until their first read or write, which is logged with its instruction ("mem: write-back
# probe"). The bytes are there all along; the probe only watches, at the cost of the faults it takes.
# wb_probe = 0
# 1: the game's flushes of mirrored memory are copied into the mirrors even where the write watch already sees every
# page the game wrote; 0 (default) copies only the written pages there, which saved 47-57 MiB of copies a frame in
# Kokiri Forest.
# flush_upload = 0
# For measuring: only mirrors of the game's memory pools up to this many KiB send what shaders write through the
# device address table to game memory as well; larger mirrors keep it in video memory and are not evicted. On PCIe 3.0
# those second writes cost about 3 ms of GPU time a frame. 0 (default): every mirror sends them. A pool that needs them
# and is left without shows as foliage stretched into columns or flickering.
# gpa_twin_max_kb = 0