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The limit counted the frames on screen, so the game was paced at the limit over frame generation's multiplier: 60 at 4x drew 15 frames a second, and each step up of the multiplier took drawn frames away. Now a limit of 60 at 4x is 60 drawn and 240 shown. Only the display choice still counts the screen's frames, since a frame past the monitor's refresh is never seen, and with no limit set the default is 60 drawn rather than the monitor's rate. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
713 lines
51 KiB
Plaintext
713 lines
51 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.
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# Each line shows the default; on a Steam Deck the device profile ([display]) changes a few of them. A NX2NAVI_*
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# environment variable of the same name (NX2NAVI_FPS_LIMIT for fps_limit) overrides the file. Keys are case-insensitive;
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# '#' and ';' start a comment; [sections] only group lines.
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[frame rate]
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# Frame rate limit: 30, 40, 45, 60, 90, 120, 144, any whole rate from 30 to 240, display (the refresh rate of the
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# window's monitor, at most 240) or unlimited (as fast as the PC goes, at most 240 frames of the game a second). A
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# higher rate gives 240: far above it the game's own code fails (its quick menu crashed at 700 fps). Above 60
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# is experimental and needs realtime = 1. Changes while the game runs take effect at once.
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# With mailbox or fifo presentation (vk_present, the default) a frame reaches the screen at a vertical blank, so a limit
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# that does not divide the monitor's refresh rate keeps each frame on screen for a different number of refreshes. On a
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# 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
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# 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
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# 36 do, while 60 does not. vk_present = immediate shows a frame as soon as it is presented, without this quantisation,
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# at the cost of tearing. A monitor running with variable refresh (FreeSync, G-Sync) follows the frames instead, so
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# there any limit inside its range is even.
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# With frame generation on (framegen, [display]) the limit still counts the frames the game draws, and the generated
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# frames come on top: 60 at 4x is 60 drawn and 240 on screen. Only display counts the frames on screen, so there the
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# game draws the monitor's rate divided by the multiplier.
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# fps_limit = 60
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# Where RivaTuner Statistics Server is installed and running, the limit goes into its profile for the game's
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# executable and RTSS does the limiting instead of the game; closing the game puts back what the profile held.
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# Changing that profile needs the game run as administrator (RTSS keeps its profiles under Program Files); without
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# it, or with frame generation on, the game limits by itself, and also when RTSS's own frame counter shows the game
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# well past the limit (RTSS then hooks the game without holding it back). rtss = 0 always leaves it to the game.
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# rtss = 1
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# 1: asks RTSS's EnumProfiles whether the game's profile exists, instead of looking for its file. EnumProfiles crashes
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# the game (RTSS keeps a pointer of the game's in 32 bits); only for testing an RTSS that fixed it.
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# rtss_enum = 0
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# Older key, read only while fps_limit is unset: fps60 = 0 means a limit of 30.
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# fps60 = 1
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# Real-time frame step: game speed follows the clock instead of the frame count.
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# realtime = 1
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# Cloth simulation on the real-time clock. Needs realtime = 1.
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# cloth_realtime = 1
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# Fix for physics that bounce at high frame rates.
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# highfps_fix = 1
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# Above 60 fps the game's physics solved contacts and friction in fewer steps a second than at 60, and in none at all
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# in a frame shorter than 1/240 s, so things standing on moving platforms were left behind. 1 rounds the step count
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# up instead; 0 is the game's own count.
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# physics_steps = 1
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# The step the game is given each frame: 1 keeps it steady (the same value from frame to frame while the frame rate
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# 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
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# of the last five frame times, which changes with every frame.
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# step_steady = 1
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[performance]
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# The keys of this section and of [diagnostics] are for testing and troubleshooting, and take effect at the next start.
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# The Advanced tab of the settings menu (F1) shows all of them except zstd_native and zstd_check.
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# Scheduling.
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# A thread waiting for a virtual core interrupts the owner when it runs game code: 1 = on, 2 = priority inheritance
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# without the interrupt, 0 = off (the old scheduling).
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# async_preempt = 1
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# Replay NVN submissions on their own thread, at most one frame behind the game, 0 or 1. Default: off. Helps where the
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# game waits for the GPU and in heavy scenes (15 to 18 percent more frames per second in a village); adds up to a frame
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# of latency, and can show a dark or flickering frame now and then: the other thread reads vertex and buffer memory
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# the game has sometimes rewritten by then.
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# replay_async = 0
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# EXPERIMENTAL, THE GAME CRASHES WITH 1. 1 lifts the virtual core gate: guest threads run without the console's limit
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# of one thread per core, and the game keeps per-core data without locks. With 1 the game crashes or hangs,
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# usually at start. Keep 0 to play.
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# free_cores = 0
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# Windows timer resolution of 1 ms for steadier frame pacing (0 = the Windows default).
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# timer_1ms = 1
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# The thread that records the GPU work (the first to spend half a second doing it, not the one that submits first) keeps
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# the highest scheduling priority (recorder_prio), and a core of its own that the process's other threads stay off
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# (recorder_core: auto = with 12 or more logical processors, 1 always, 0 never). That is a fast core, with both of its
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# logical processors: on Windows the highest-numbered core of the fastest efficiency class; on Linux the performance
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# core that clocks highest on a hybrid CPU (else the core of the highest capacity or clock), and none when fewer than
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# four cores are that fast. The log names the thread and its logical processors.
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# recorder_prio = 1
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# recorder_core = auto
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# Submissions handed to the GPU queue together in one call, 1 to 16 (1 = each one at once).
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# submit_batch = 4
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# Dynamic resolution, 0 or 1, applied at once: with a DLSS upscaling mode, the scene resolution follows the GPU time
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# per frame toward dyn_res_target milliseconds (1 to 100), one DLSS step at a time, each held for dyn_res_step frames
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# (8 to 600), from the DLSS mode set down to performance. Default: off.
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# dyn_res = 0
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# dyn_res_target = 16.7
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# dyn_res_step = 45
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# Processors. On a processor whose dies have L3 caches of different sizes (AMD's two-die X3D processors, with 3D
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# V-Cache on one die) the game runs on the die with the larger cache: 1 = on, 0 = Windows places the threads.
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# cache_die = 1
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# One logical processor of each physical core, so no two busy threads share a core: 1 = on, 0 = all of them.
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# one_per_core = 0
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# Shaders and pipelines.
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# Draws whose pipeline is still building: default waits on a reserved worker; draw is the previous scheduling.
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# pipe_wait = default
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# Which draws are dropped instead of waiting for their pipeline: strict (only draws into per-frame passes), any (also
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# draws into passes whose target a recent frame rendered; full-screen draws wait, up to 50 ms a frame) or fullscreen
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# (those and full-screen draws: no wait, but a lighting or fog pass that is dropped shows as a black or unlit frame).
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# pipe_skip = any
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# How many milliseconds the draws of one frame may wait, in all, for a missing pipeline to be linked from the shader
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# libraries in the graphics driver's cache before they are dropped (0 to 100; 0: dropped at once, as before).
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# pipe_link_ms = 6
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# When a draw finds its pipeline missing, the rest of the commands the game submitted with it are read ahead and the
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# shader libraries of every other pipeline they will need are built at once on background threads, so the later draws
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# find theirs ready instead of waiting one after another or being left out of a frame. 0: off, as before.
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# pipe_ahead = 1
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# A pipeline whose fragment shader reads the picture it draws into (soft particles, water, some full-screen passes) is
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# linked from the shader libraries like any other. 0: as before, such a draw waits for the whole compile.
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# gpl_feedback = 1
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# The threads that build shader libraries also link the pipelines of draws that were left out of a frame, several at
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# once, instead of one thread linking them one after another while the others build optimised pipelines. 0: as before.
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# pipe_fast_workers = 1
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# The graphics driver's cache of shader libraries is checked at every start and, when it lost them (a driver update,
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# a cache the driver emptied), filled again in the background while the game runs. 0: no check; force: at every start.
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# After two cold starts in a row warming stops being tried on that driver; once its cache can hold the libraries (on
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# NVIDIA under Windows, Shader Cache Size Unlimited in the NVIDIA app), start once with force, or delete
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# shader-warm.txt, to warm again.
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# lib_warm = 1
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# How long (ms) a draw into a target no recent frame rendered waits for a pipeline built for the first time,
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# then is skipped. The default waits, as such a target (a lookup table, a new area's target) can stay empty if
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# skipped; a lower value caps the stall.
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# oneshot_wait_ms = 30000
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# 1: those draws share a wait budget per presented frame instead (100 ms for large passes, 300 ms for small ones); a
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# draw left over is drawn the next frame its target is drawn. Shortens the long first frame of a new area.
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# oneshot_budget = 0
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# Build shader stage libraries in the background ahead of time, and the threads for it (1 to 16; default 2). More
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# threads mostly wait on the graphics driver's lock: 16 on NVIDIA spent about 8 cores spinning in the driver.
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# lib_prebuild = 1
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# lib_prebuild_threads = 2
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# How many compute pipelines the start builds and keeps: those of the compute shaders the game used most recently.
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# Every other known one is built into the pipeline cache and released again, and made from the cache when the game
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# first uses it (well under a millisecond). Very large compute shaders the game has never used are not built at all.
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# all: the start builds and keeps the pipeline of every known compute shader, as versions up to 0.6.1 did, which held
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# more than 2 GB of video memory. 0: none are kept.
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# compute_keep = 512
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# 1: very large compute shaders that no cache holds are built on one background thread after the start. 0: each is
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# built when the game first uses it, which can hold that frame for a second or two.
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# lib_prebuild_big_bg = 1
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# The commit headroom in MB those background builds wait for (0: no check). On Linux the headroom is the smaller of
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# the room left under the cgroup's memory limit (memory.max, memory.high) and the memory available on the machine.
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# big_build_free_mb = 8192
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# How far those background builds may raise the process commit in MB before the rest wait for their first use instead
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# (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
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# 29 GB and the game stuttered, so raise this only on a machine with room to spare.
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# big_build_max_mb = 4096
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# 1: the log says how many pipelines came from pipeline-cache.bin; 2 also logs every compute pipeline built. 0: off.
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# pipe_feedback = 1
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# pipeline-cache.bin larger than this (MB) starts empty and is rewritten (0: no limit).
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# pipeline_cache_max_mb = 512
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# 1: where the driver has VK_KHR_pipeline_binary, compiled pipelines are kept in pipeline-binaries.bin under the
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# runtime's own keys, so a renamed or updated exe starts without compiling them again (pipeline-cache.bin is then
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# not used). Default 0 (pipeline-cache.bin only) while it is being tested.
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# pipe_binaries = 0
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# pipeline-binaries.bin larger than this (MB) starts empty and is rewritten (0: no limit).
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# pipe_binaries_max_mb = 1024
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# Build known pipelines ahead of time.
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# pipe_prebuild = 1
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# 1: the start waits until every known pipeline is built. Default 0: with the graphics pipeline library the start
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# builds them for at most 20 seconds and the rest in the background while you play.
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# prewarm_full = 0
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# Threads that translate known shaders at start (1 to 64; default: half the CPU threads, at most 16).
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# prewarm_xlate = 8
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# After an update that brings a new shader translator, 1 keeps using the shader cache's translations from the earlier
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# translator, so the update adds no shader translation at start or in play: while you play, a background pass at the
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# lowest priority translates them again with the new translator for the next start, then deletes the old ones. A shader
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# the new translator cannot translate keeps its old translation. 0: shaders the new translator has not translated yet
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# are translated before they are used (at start or when the game first draws them), as earlier versions did.
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# shader_carry = 1
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# Vulkan graphics pipeline library, 0 or 1. Default: on.
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# gpl = 1
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# Textures and memory.
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# ASTC texture decoding: native (the GPU's own ASTC support), gpu (a compute shader), cpu, or auto (native when the GPU
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# has it, gpu otherwise).
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# astc = auto
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# With GPU ASTC decoding, 1 requests BC3 compression. Slight blocking is possible. 0 keeps RGBA8, which uses about
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# four times as much memory for these textures and can exhaust memory while loading.
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# Leave this setting commented for automatic selection. The renderer requests BC3 when the largest device-local GPU
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# heap is under 20 GiB or the system reports less than 47 GiB of RAM (allowing for a nominal 48 GiB PC). If the RAM
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# size is unknown, only the GPU heap decides. Look for "NX2NAVI_ASTC_BC unset" in the game log to see the decision.
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# astc_bc = 1
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# Game memory shared with the GPU: auto (mirror on a discrete GPU, import on an integrated one), import (host memory
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# imported into Vulkan), mirror (pools used as buffers get a copy in video memory) or verify (mirror plus a check of
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# every copy; slow). On a discrete GPU import can be far slower than mirror, not slightly slower: the GPU reads the
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# 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
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# title screen, bound: gpu, every line of the perf window waiting on a fence). The log names the mode in use: "mem:
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# mode import" or "mem: mode mirror".
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# memory = auto
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# A new texture created over a live texture's memory starts with that content instead of empty.
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# tex_alias = 1
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# Small texture uploads stage in ranges of a few kept buffers instead of a new buffer each (0 = a buffer each).
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# stg_arena = 1
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# With astc = gpu: the compute shader reads the blocks in the game's tiled layout, so the CPU only copies the
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# texture (0 = the CPU untiles the blocks first).
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# astc_gpu_deswizzle = 1
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# With astc = gpu: 1 keeps the decoder's scratch buffer from one upload batch to the next instead of making it again for
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# each, to shorten the hitches when an area loads (0 = one per batch; off until a play test measures it).
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# astc_scratch_keep = 0
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# With astc = gpu: 1 stages a texture's ASTC blocks in the shared staging ranges instead of a buffer of their own
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# (0 = a buffer each; off until a play test measures it).
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# astc_arena = 0
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# A render target that needs an image of its own takes the image of a released one of the same size and format
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# instead of making a new one (0 = always a new image).
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# tex_reuse = 1
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# 1: shaders mark the textures they sample, so that while video memory or the system's memory runs low, textures no
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# shader sampled for a while go, even those the game keeps registered (the areas it has loaded); one sampled again is
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# made again within a few frames. The first start after changing it builds the pipelines again. 0: such textures stay.
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# 2 (diagnosis): the same marks, and such textures give way to stand-ins in the texture pool, but none is freed.
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# tex_disuse = 1
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# Percent of the video memory in use above which textures give way: first those the game released, then those no
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# shader sampled for a while (tex_disuse); each is made again when used. The default lies under the 87 percent past
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# which game memory gets no copy in video memory (memory = mirror), which costs far more frame time than a texture
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# uploaded again. 0: textures never give way for video memory.
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# tex_vram_pressure = 80
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# Megabytes this process may commit before textures give way as they do while the system's commit runs low (Windows
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# counts video memory against the commit). Default: the installed memory, at least 24576, so that it does not depend
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# on the size of the page file. 0: no bound of its own; only the system's commit counts. On Linux it counts the
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# process's resident anonymous memory, which stays under the installed memory, so there only a smaller value holds.
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# tex_proc_commit_mb = 32768
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# 1: a texture the game releases or takes back, with nothing else changed at its address, puts the texture table's
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# slots there back in a state they were in before, and they are not all looked up again (large towns release and take
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# back thousands a second). 0: every release and take-back counts as a new state.
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# tex_gen_undo = 1
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# Host zstd decoder in place of the game's (0 = the game's), and a check that decodes every call both ways and logs
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# the differences (1 = on; slow). Ocarina of Time 1.1.1 keeps the game's decoder while zstd_native is unset: its host
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# decoding has not been through a check run yet, so there it takes zstd_native = 1 (or the check) to turn it on.
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# zstd_native = 1
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# zstd_check = 0
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# Render fixes.
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# Wait for the game to finish rewriting level-of-detail data before the GPU reads it: stops objects flashing in the
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# wrong place and a flat far field for a frame.
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# lod_guard = 1
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# Fill the driver-reserved constant bank c0 (storage sizes, dispatch size, point size, base instance) instead of zeros.
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# fix_c0 = 1
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# New GPU memory pools start zero-filled, as Switch memory does.
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# fix_zero = 1
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# Optimisations, 0 turns each off: skip bindings that did not change, remember shader lookups, reuse the previous
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# draw's pipeline when its state repeats, remember texture descriptors between draws, update descriptors in bulk,
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# skip push constants that did not change.
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# bind_skip = 1
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# shader_memo = 1
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# 1 flushes every shader cache file to the disk before it is used, as earlier versions did; 0 (default) flushes only
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# the stored game code, which makes shader preparation about twice as fast (a torn file is translated again).
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# shader_cache_flush = 0
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# pipe_memo = 1
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# tex_memo = 1
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# desc_template = 1
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# push_skip = 1
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# More optimisations, 0 turns each off: a draw resolves again only the descriptors whose bindings changed, and records
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# only the dynamic states whose values changed since the last pipeline.
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# bind_reuse = 1
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# dyn_delta = 1
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# Submit GPU work in parts every N draws so the GPU starts earlier (0 to 1000; 0 = off), each part at least split_us
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# microseconds long (0 to 20000). split_in_pass = 1 also splits inside a long pass (it ends there and begins again in the
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# next part); 0 splits between passes only. split_idle = 1 sends a submission's first part at the first pass boundary
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# while the GPU has nothing else to run; it made the foliage flicker in Kokiri Forest, so it is off by default.
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# split_draws = 64
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# split_us = 1000
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# split_in_pass = 1
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# split_idle = 0
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# Vulkan.
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# Vulkan validation layer: checks every call and slows the game down a lot. Needs the layer installed (Vulkan SDK).
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# vk_validation = 0
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# A thread of its own makes the Vulkan calls of each frame, 0 or 1. Default: on, except on AMD GPUs.
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# vk_recorder = 1
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# Dynamic vertex input, 0 or 1. Default: on, except on Intel's older integrated GPU drivers (Vulkan 1.3.215 and older).
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# vk_dyn_vertex = 1
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# Dynamic alpha to coverage, 0 or 1. Default: on, except on AMD's driver for RDNA 2 and older (RX 400 to RX 6000),
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# which applies alpha to coverage while the dynamic state says off and draws the characters black.
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# vk_dyn_a2c = 1
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# Pin the shader subgroup size to 32 when the GPU allows it.
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# vk_subgroup_pin = 1
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# Keep a shader's threads together after divergent code where the game's shaders expect it (maximal reconvergence,
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# when the driver supports it). 0 turns it off; leaves then go missing from the foliage's colour pass.
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# vk_reconverge = 1
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# Ask the GPU driver to keep NaN, infinity and signed zero in the game's shader maths as the Switch does, 0 or 1.
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# Without it a driver may assume they never occur. The AMD symptoms it is for: Navi drawn without her orb (only her
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# sparkles), black and white blocks on her and on Link, shadows blown up. Default: on, except on NVIDIA's driver,
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# which keeps them anyway; 1 also asks NVIDIA's driver. The first start after a change compiles the pipelines again.
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# vk_nan_preserve = 1
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[display]
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# Device profile: auto (the Steam Deck when this is one), desktop or deck. On a Steam Deck the keys this file does not
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# set default to fullscreen = 1, window_size = 1280x800, output_res = 1280x800, render_scale = game, vk_present = fifo,
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# fps_limit = 40, cores = 4 (the game's six cores share the Deck's four), astc_bc = 1 and spin_handoff_us = 30
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# (starting points, not measured yet). Read at start.
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# device_profile = auto
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# Presentation mode: mailbox (default when the driver offers it, vsync otherwise), fifo (vsync) or immediate. The menu's
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# VSync switch sets mailbox when on and immediate when off.
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# vk_present = mailbox
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# Window client area in screen pixels (640x360 to 7680x4320), and borderless fullscreen. Windows display scaling does
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# not apply: at 150% scale, 1920x1080 covers the area 1280x720 covers at 100%. F11 switches fullscreen and saves it
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# here. Changes while the game runs take effect at once.
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# window_size = 1920x1080
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# fullscreen = 0
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# Which monitor the game window opens on, centred in its work area; fullscreen covers that monitor. auto (default): the
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# system places the window. primary; a number, counting from 1 in the order `nx2navi.exe --list-monitors` prints; or part
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# of the monitor's name, ignoring case (on Windows also of a GDI device name, display3; on Linux the name carries the
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# connector, such as dp-2). For a virtual display that may not exist yet, use its name: when nothing matches, the log
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# lists the monitors and the window is placed as with auto. The command line `--monitor <value>` overrides this for one
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# run. Read at start. On Wayland a window cannot place itself: only fullscreen opens on the chosen monitor, and a
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# windowed window opens where the compositor puts it.
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# monitor = auto
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# 1, the default: the game keeps running while you are in another window; the keyboard stays quiet until the window is
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# 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. Changes while the game runs take
|
|
# effect at once.
|
|
# aniso = game
|
|
# Texture detail: auto, full, reduced or low. The textures of a loaded area are what fills a card with little video
|
|
# memory, and three quarters of a texture is its largest mip level. reduced makes the large surface textures (256x256 and
|
|
# more, with smaller levels) without that level, low without the two largest when they are 1024x1024 or more. Surfaces
|
|
# seen up close look softer; interface art, small textures, shadow maps and everything the game draws itself keep their
|
|
# size. auto picks by the video memory Windows grants the game: full from 8192 MiB (cards of 10 GB and more), low under
|
|
# 6144 MiB (cards of 6 GB and less), reduced between (8 GB cards). The log says what was picked ("texture detail:").
|
|
# Read at start.
|
|
# texture_detail = auto
|
|
# 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
|
|
# DLSS keeps one network per picture size (gameplay, the pause screen). 1: one unused for 3,600 frames is freed.
|
|
# 0: none is ever freed (about 0.5 GB more video memory after the first pause). 2: as 1, and the networks that stay
|
|
# are not made again when another is made (shows striped pause screens; for tests).
|
|
# dlss_idle_free = 1
|
|
# 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 where amd_fidelityfx_vk.dll loads, so not on Linux: 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 the game draws and the screen shows that times the multiplier (2 for fsr3); fps_limit = display
|
|
# alone holds the screen to the monitor's rate and the game to that rate divided by the multiplier.
|
|
# fsr3 takes effect at once, dlss (on or off) at the next start.
|
|
# framegen = off
|
|
# On Linux dlss runs through NVIDIA's NGX itself, without Streamline: it needs dlaa = 1 with DLSS when the game starts
|
|
# and NVIDIA's libnvidia-ngx-dlssg.so.<version> (from NVIDIA's DLSS SDK repository) beside the game, then switches at
|
|
# once, and its multiplier is fg_mult: 2 to 6 (above 2 needs an RTX 50 GPU) or dynamic, which generates only the frames
|
|
# needed to reach the display's refresh rate at the rate the game draws. framegen_multiplier is not used there.
|
|
# fg_mult = 2
|
|
# 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 a display shows no more than its refresh rate. 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. Everything applies at once, also
|
|
# hdr between 0 and 1; only hdr = native, which the game itself takes up, waits for the next start.
|
|
# hdr = 0
|
|
# hdr_live = 0 leaves the HDR path out of a run that starts with hdr = 0, as before hdr followed the menu: switching
|
|
# HDR on then takes a restart. Only worth setting if the picture differs with it at 1.
|
|
# hdr_live = 1
|
|
# 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. A change while the game runs takes effect at once: the game is
|
|
# told its output device changed, as on a console, and mixes for the new count.
|
|
# 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), playstation (L1 R1
|
|
# L2 R2, Options, Create) or steamdeck (the Deck's A B X Y, L1 R1 L2 R2, Menu, View), 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.
|
|
# A change while the game runs takes effect at once (the first one of a run within a few seconds).
|
|
# 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 =
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# Folder with the Switch shared fonts (BFTTF files, tools/extract_fonts.py output), for Chinese and Korean text.
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# Default: shared-fonts next to nx2navi.exe. NX2NAVI_SHARED_FONTS overrides it.
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# shared_fonts =
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[cheats]
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# One line per cheat of the mods' cheat files, mods\<mod>\cheats\<build id>.txt (docs/cheats.md); the Cheats tab of
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# the menu writes them. cheat_<hash> = 1 switches a cheat on, the hash being FNV-1a 32 of "<mod folder>/<cheat name>".
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# Default: every cheat off.
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# cheat_0123abcd = 1
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[diagnostics]
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# Extra lines in the log, comma separated: svc, host, ipc, fs, gfx, perf, sched, audio, present or all. The menu's
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# Performance log sets perf (frame timings). Default: none.
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# trace = perf
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# 1: with trace = perf, walks of the process's address space count its private and write-combined memory every 600
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# frames (the "mem: process" line) and where its committed memory lies every 3600 frames (the "commit census" lines).
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# Each walk holds the address-space lock for 100-240 ms and delays the next frame by as much, so they are off unless
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# asked for.
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# mem_census = 0
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# 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
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# everything in it is freed, so smaller blocks hold less free space after area changes; larger ones need fewer
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# allocations while an area loads. Default: 64.
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# vma_block_mb = 64
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# 1: samples each new ASTC texture's blocks on the CPU and logs how many are opaque ("ASTC alpha probe" lines), which
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# could be stored at half the video memory. Slows area loads. Default: 0.
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# astc_bc_probe = 0
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# Flight recorder: keeps the last frames and saves them to a flight folder next to the folder of nx2navi.exe when a frame
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# takes longer than flight_spike_ms (0 to 60000).
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# flight = 0
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# flight_spike_ms = 100
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# GPU pass marks: after a GPU crash (device lost) the log names the render pass or dispatch the GPU had started and the
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# last one it finished. Unset: on AMD GPUs (VK_AMD_buffer_marker). 1: also on NVIDIA GPUs
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# (VK_NV_device_diagnostic_checkpoints), which NVIDIA says costs a little. 0: off.
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# pass_crumbs = 1
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# Once a second, puts the crash report's exception filter back if a GPU driver or an overlay loaded after the start set
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# 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
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# the log. 0: off.
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# crash_filter_guard = 1
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# Render targets up to this size (bytes, 0 to 1073741824) go back to their game memory whenever the game waits for a
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# 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
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# larger target drawn every frame without invalidating it sees stale bytes at the default. With trace = gfx the log
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# names each dirty target that stays on the GPU ("fence write-back skipped-drawn-every-frame") and each one over 65536
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# bytes that went back ("over-default"). Raising it costs a copy per such target and wait.
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# wb_fence_limit = 65536
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# Log kernel services that block longer than this many ms, with the service number (0: off). A stalled frame shows up as
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# time in the replay; this says whether the guest was waiting in a service, and which one.
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# svc_slow_ms = 0
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# 1: every signalled event and every thread that ends wakes all the game threads that wait for any event, as before;
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# each takes one of the game's virtual cores to find that its own event is not the one, often from a thread that was
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# working. 0 (default): only the threads that wait for that event or thread are woken. With trace = sched the
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# "sched:" line counts both ("signals woke ..., left ... asleep").
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# sync_wake_all = 0
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# 1 (default): a thread of its own writes the log lines, to the log file and the console, so a write that stalls (a
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# busy disk, a virus scanner, a console that scrolls) no longer holds the thread that logged, which is often the one
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# that draws the frame. A crash, a fatal error and the end of the game write out what is still queued first. 0: each
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# line is written by the thread that logs it, as before. Either way a "log: ... writes of the log took over 2 ms" line
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# counts the slow writes and says whose time they took.
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# log_async = 1
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# 1: the frame-time summary also splits the replay by op kind (draw, bind, transfer), which says where a stalled frame
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# went. The clock reads cost a fraction of a millisecond a frame, so it is off by default.
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# replay_time = 0
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# A frame whose texture work on the render thread (new textures, uploads, upload submits) takes at least this many ms
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# gets a "texup:" line in the log that splits it: creation, staging, storage copy, ASTC recording, scratch buffers and
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# new device memory (up to 400 lines; 0: none; 16 catches the area-change hitches).
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# texup_log_ms = 0
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# 1: the frame-time summary also lists the locks the replay waited for, by the code that asked (addresses; the line's
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# "ref" is perf_lock_timing_here, which the link map names), the recorder's waits, and the texture lock's holds over
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# 1 ms. Off by default.
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# lock_time = 0
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# Texture entries the bindless texture pool may create in one refresh (images and their uploads); the rest wait for
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# the next refresh and show their stand-in until then. Lower spreads streaming over more frames (smaller hitches, a
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# frame or two of pop-in); higher loads sooner.
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# pool_create_budget = 16
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# The refresh runs before every draw that samples the pool, so the budget above holds per draw. Once a frame's
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# refreshes have taken this many ms, they create nothing more until the next frame (the first refresh of each frame
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# keeps its budget): an area load then spreads over several frames with stand-ins instead of holding one frame for
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# 200-400 ms. 0: no limit.
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# pool_create_ms = 6
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# An area load is told from streaming by the number of textures still to make: at this many or more, the two limits
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# above give way (a frame may take pool_load_ms for them) and the picture before the load stays on screen until the
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# area's textures are there, instead of showing the ground and the walls black for the first seconds. 0: never.
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# pool_load_backlog = 512
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# pool_load_ms = 50
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# 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:
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# copied within video memory and only the words that changed written over PCIe. Larger ones are copied back whole at
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# 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
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# in the field), and 32 the 4-15 MiB ranges of Kokiri Forest.
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# wb_merge_max = 32
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# 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
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# the game still is). Outdoors this removed about 57 MiB of copies a frame. 0: they are copied up again.
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# wb_no_reup = 1
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# 1: finds out who reads what the GPU wrote back into guest memory. The 2 MiB regions inside a range just written back
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# are made inaccessible until their first read or write, which is logged with its instruction ("mem: write-back
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# probe"). The bytes are there all along; the probe only watches, at the cost of the faults it takes.
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# wb_probe = 0
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# 1: what the GPU wrote goes back to the game's memory in a GPU submission of its own, and the wait after each frame's
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# first submission ends when that submission's passes are through, without waiting for the copy back (3 to 4 ms of
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# every frame). 0: the copy back is part of the submission, and the wait covers it.
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# wb_split = 1
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# 1 (the default on Windows): what the game's shaders write into its memory is copied back from the video card once,
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# and after that only when the game's CPU code touches it (most of it never is: 66 MiB a frame in Hyrule Field), for
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# about a third more frames a second in open areas. 0: copied back at the end of every GPU submission, as in 0.7.0.
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# With shadow storage (Linux, Wine) it stays off.
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# wb_lazy = 1
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# Linux, shadow storage: 1 clears the write watch's protection of a range in one call before the GPU's bytes are copied
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# back into the game's memory, instead of taking a fault at the first store into each page.
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# shadow_bulk_write = 0
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# 1: the game's flushes of mirrored memory are copied into the mirrors even where the write watch already sees every
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# page the game wrote; 0 (default) copies only the written pages there, which saved 47-57 MiB of copies a frame in
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# Kokiri Forest.
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# flush_upload = 0
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# For measuring: only mirrors of the game's memory pools up to this many KiB send what shaders write through the
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# device address table to game memory as well; larger mirrors keep it in video memory and are not evicted. On PCIe 3.0
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# those second writes cost about 3 ms of GPU time a frame. 0 (default): every mirror sends them. A pool that needs them
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# and is left without shows as foliage stretched into columns or flickering.
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# gpa_twin_max_kb = 0
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