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502 lines
33 KiB
Plaintext
502 lines
33 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, or display (the refresh rate of the
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# window's monitor, at most 240). A higher rate gives 240: above it the game's physics runs out of memory. 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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# 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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# 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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[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; adds up to a frame of latency.
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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 keeps the highest scheduling priority (recorder_prio), and a core of its own that
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# the process's other threads stay off (recorder_core: auto = with 12 or more logical processors, 1 always, 0 never).
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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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# 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 the previous frame rendered) or fullscreen (those and full-screen draws).
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# pipe_skip = fullscreen
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# How long (ms) a draw into a target the previous frame did not render 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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# Build shader stage libraries in the background ahead of time, and the threads for it (1 to 16; default: a quarter of
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# the CPU threads).
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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 = 4
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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).
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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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# 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 astc = gpu: re-encode the decoded ASTC textures to BC3, a quarter of the video memory, textures slightly blockier,
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# 0 or 1. Default: on when the GPU has less than 5 GB of video memory, off otherwise.
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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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# 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).
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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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# 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 between passes so the GPU starts earlier (0 to 1000; 0 = off), each part at
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# least split_us microseconds long (0 to 20000).
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# split_draws = 64
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# split_us = 1000
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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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[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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# and fps_limit = 40 (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 a GDI device name (display3) or of the monitor's name, ignoring case. For a virtual display that may not exist yet,
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# use its name: when nothing matches, the log lists the monitors and the window is placed as with auto. The command line
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# `--monitor <value>` overrides this for one run. Read at start; Windows only.
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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
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# interrupted that way can stop for good. Read at each focus change.
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# assume_focus = 1
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# Performance overlay in the top right corner: off, fps, or full (frame rate, mean and longest frame time). F10
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# cycles the modes in game, as do both stick clicks (L3 + R3) on a controller.
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# perf_overlay = off
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# Which GPU to use: its index in the log, or part of its name. Default: the first discrete GPU with Vulkan 1.3.
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# gpu_index = 0
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# gpu_name = NVIDIA
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# Game resolution: the size the game draws its picture and interface in (1280x720 to 7680x4320). Above 1920x1080 the
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# game's texture heap and memory pool grow with it. Another shape than 16:9, such as 3440x1440 on a 21:9 monitor or
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# the Steam Deck's 1280x800 (16:10), gives the camera's view that shape and lays the HUD out for it. The installer
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# prepares the UI layout for fifteen sizes: 2560x1080, 3440x1440, 3840x1600, 5120x2160 (21:9), 3840x1080, 5120x1440
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# (32:9), 1280x800, 1680x1050, 1920x1200, 2560x1600 (16:10), 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000
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# (3:2). Any other size
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# gets the camera's view but a 16:9 HUD, stretched over the picture, unless you build its layout with
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# tools/make_romfs_patches.py --aspect WxH. Read at start.
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# output_res = 1920x1080
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# Ocarina of Time sizes its picture with these two instead (output_res and render_scale do nothing there). The shape:
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# 16:9, window (the window's shape, or the monitor's in fullscreen), 21:9 or 32:9. The height: 1080 (lighter than the
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# game's own), 1440 (the game's own), 1800, 2160, 2880 or window (the window's height, at least 1440). The DLSS and
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# FSR 3.1 modes render their share of this picture. Read at start.
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# game_aspect = 16:9
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# game_res = 1440
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# 3D render scale: the scene's size relative to the game resolution, game (5/6, the game's own 1600x900 at 1080p) or
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# a percentage (25 to 400, at most 4096 pixels a side); above 100 supersamples the scene (anti-aliasing). Read at start.
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# render_scale = game
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# Scaling to the window when it is larger than the game resolution: fsr (AMD FSR 1) or bilinear, and FSR's sharpening
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# from 0 (off) to 100. Changes while the game runs take effect at once.
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# upscaler = fsr
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# sharpness = 80
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# Picture shape when the window's shape differs from the game resolution's (a 16:9 picture in a 21:9 fullscreen
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# 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
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# window is no longer stretched as it used to be; stretch fills the window. Changes while the game runs take effect at
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# once.
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# aspect = fit
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# Anisotropic filtering of surface textures: game (the level the game asks for, as on the Switch) or 2, 4, 8, 16. Keeps
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# ground, roads and walls seen at a shallow angle sharp into the distance. Only filtered, mipmapped textures that tile
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# are raised; shadow maps, data maps and screen-sized buffers keep the game's setting. Read at start.
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# aniso = game
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# Sun shadow map size: game (the game's own, which changes with the view and drops to about 400 near the ground, so
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# leaf shadows look blocky and jump) or a fixed 256, 512, 768, 1024, 1536 or 2048. Above 960 the texture heap grows with
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# it. 256 is coarser than the game's own and is for integrated GPUs short of memory bandwidth. Read at start.
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# shadow_res = game
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# Shadow map resolution: the game's sun cascades are 960x960 (and its static shadow maps 1440 and 720) whatever the game
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# resolution; 2 to 4 draws them that many times larger on each side, for sharper shadows. 1 = the game's. The game's
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# shadow edge filter is narrowed by the same factor (translator patch 0011), so close shadow edges don't look doubled.
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# Read at start.
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# shadow_scale = 1
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# 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
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# the steps where shadows turn softer further away, and spreads the shadow map over more ground. Read at start.
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# shadow_range = 100
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# Screen-space contact shadows, strength in percent (0 = off): after the game lights its scene, each pixel traces a
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# short way toward the sun through the depth buffer and darkens where something close blocks it, adding the small
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# shadows at feet, under stones and in grass that the shadow maps miss. Read at start.
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# contact_shadows = 0
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# Soft sun shadows (PCSS), percent of the default penumbra width (0 to 200; 0 = the game's own four-tap filter): sharp
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# where an object meets the ground and softer the further its shadow falls. Done in the translated shaders (translator
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# patch 0010), so the shader cache is rebuilt once after an update. Read at start.
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# pcss = 0
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# NVIDIA DLSS / DLAA for the 3D scene, on NVIDIA RTX GPUs with the DLSS model from NVIDIA's DLSS SDK next to the
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# executable (Windows: nvngx_dlss.dll next to nx2navi.exe; Linux: libnvidia-ngx-dlss.so.<version> next to nx2navi, with the
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# NVIDIA driver's libnvidia-ngx.so.1 installed); elsewhere the setting does nothing. The HUD is drawn after it and is not touched.
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# Read at start.
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# dlaa = 0
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# What DLSS works from: dlaa (the 3D scene at full size), quality, balanced, performance or ultra_performance (the
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# scene at 67, 58, 50 or 33 % of the output, scaled up by DLSS; these replace render_scale and sharpen texture filtering
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# to match). They apply only with dlaa = 1 and the DLSS model next to the executable; otherwise the scene follows
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# render_scale. Changes while the game runs take effect at once.
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# dlss = dlaa
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# The DLSS model: default (NVIDIA's advice per mode: K for dlaa, quality and balanced, M for performance, L for
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# ultra_performance), k (K in every mode) or j (the other transformer model: slightly less ghosting behind moving
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# characters, a little more flicker). Any other model by its letter, a to m: on slower RTX cards the older model e is
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# cheaper. Changes while the game runs take effect at once (DLSS starts a new history).
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# dlss_preset = default
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# Per-object motion vectors for DLSS: characters, animals and moving objects get their own motion instead of the
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# camera's, so DLSS keeps their history instead of smearing or rejecting it. Costs some CPU time each frame (about 1-2 ms
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# on a laptop CPU); 0 leaves camera-only motion. Read at start.
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# dlaa_objmv = 1
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# Characters' trails: where a character, animal or held item moves without motion vectors of its own (all of them with
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# dlaa_objmv = 0), DLSS can drag a faint copy of it. The G-buffer marks those objects; on them and where they were the
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# frame before, DLSS is told to favour the current frame by this percentage (0, 35, 65 or 100; 0 off). Higher removes
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# more of the trails and leaves those edges a little less smooth. Changes while the game runs take effect at once.
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# dlss_char_mask = 65
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# The game's own FXAA after the post effects; with DLAA on it is not needed. Changes while the game runs take effect at
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# once.
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# fxaa = 1
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# HDR output: hdr = 1 sends the picture as HDR10 through the HDR tone mapper, hdr = native as the game renders it in
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# its own HDR mode (both need HDR on in Windows, "Use HDR", or a Wayland compositor with colour management; without it
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# the picture stays SDR, the game's own). hdr_peak_nits is your display's peak; hdr_game_nits the picture's white
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# (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
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# once.
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# hdr = 0
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# hdr_peak_nits = 1000
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# hdr_game_nits = 203
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# hdr_ui_nits = 203
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# 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
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# made to be seen; off keeps the sRGB curve. The tone mapper: vanilla is the game's own curve at SDR brightness,
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# renodrt carries the game's look up to the peak.
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# hdr_gamma = 2.2
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# hdr_tonemap = renodrt
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# With renodrt: exposure in percent (100 unchanged); highlights, shadows, contrast, saturation and highlight saturation
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# from 0 to 100 (50 unchanged); blowout (bright parts towards white) and flare (lifted blacks) from 0 to 100 (0 none);
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# hue correction in percent (how much bright colours keep their hue); grade, the percentage of the game's own colour
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# grading the picture keeps.
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# hdr_exposure = 100
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# hdr_highlights = 50
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# hdr_shadows = 50
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# 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. 1 = on; the Menu tab of the settings menu (F1) switches it too, and the
|
|
# change reaches the presence thread at once.
|
|
# discord_rpc = 0
|
|
# 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
|
|
|
|
[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
|
|
# 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
|
|
# 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
|
|
# 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
|
|
# Written storage-buffer ranges up to this size in MiB (1 to 16) go back to game memory as a merge: 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).
|
|
# wb_merge_max = 16
|