libretro / parallel-n64

Optimized/rewritten Nintendo 64 emulator made specifically for Libretro. Originally based on Mupen64 Plus.
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General configuration proposal for mupen64plus. #701

Open Renetrox opened 3 years ago

Renetrox commented 3 years ago

I have done tests with raspberry pi 3b and mupen64plus, with those settings it works incredibly well, I propose it for tests if possible, can this be replicated in the libretro core?

[Video-Glide64mk2]

Enable full-scene anti-aliasing by setting this to a value greater than 1

wrpAntiAliasing = 0

Card ID

card_id = 0

If true, use polygon offset values specified below

force_polygon_offset = False

Specifies a scale factor that is used to create a variable depth offset for each polygon

polygon_offset_factor = 0

Is multiplied by an implementation-specific value to create a constant depth offset

polygon_offset_units = 0

Vertical sync

vsync = True

TODO:ssformat

ssformat = False

Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent

show_fps = 8

Clock enabled

clock = False

Clock is 24-hour

clock_24_hr = True

Wrapper resolution

wrpResolution = 0

Wrapper VRAM

wrpVRAM = 0

Wrapper FBO

wrpFBO = True

Wrapper Anisotropic Filtering

wrpAnisotropic = True

Texture Enhancement: Smooth/Sharpen Filters

ghq_fltr = 0

Texture Compression: 0 for S3TC, 1 for FXT1

ghq_cmpr = 0

Texture Enhancement: More filters

ghq_enht = 0

Hi-res texture pack format (0 for none, 1 for Rice)

ghq_hirs = 0

Compress texture cache with S3TC or FXT1

ghq_enht_cmpr = False

Tile textures (saves memory but could cause issues)

ghq_enht_tile = 0

Force 16bpp textures (saves ram but lower quality)

ghq_enht_f16bpp = False

Compress texture cache

ghq_enht_gz = True

Don't enhance textures for backgrounds

ghq_enht_nobg = False

Enable S3TC and FXT1 compression

ghq_hirs_cmpr = False

Tile hi-res textures (saves memory but could cause issues)

ghq_hirs_tile = False

Force 16bpp hi-res textures (saves ram but lower quality)

ghq_hirs_f16bpp = False

Compress hi-res texture cache

ghq_hirs_gz = True

Alternative CRC calculation -- emulates Rice bug

ghq_hirs_altcrc = True

Save tex cache to disk

ghq_cache_save = True

Texture Cache Size (MB)

ghq_cache_size = 128

Use full alpha channel -- could cause issues for some tex packs

ghq_hirs_let_texartists_fly = False

Dump textures

ghq_hirs_dump = False

Alternate texture size method: -1=Game default, 0=disable. 1=enable

alt_tex_size = -1

Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable

use_sts1_only = -1

Use spheric mapping only: -1=Game default, 0=disable. 1=enable

force_calc_sphere = -1

Force positive viewport: -1=Game default, 0=disable. 1=enable

correct_viewport = -1

Force texrect size to integral value: -1=Game default, 0=disable. 1=enable

increase_texrect_edge = -1

Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable

decrease_fillrect_edge = -1

Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable

texture_correction = -1

Set special scale for PAL games: -1=Game default, 0=disable. 1=enable

pal230 = -1

3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode

stipple_mode = -1

3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation

stipple_pattern = -1

Check microcode each frame: -1=Game default, 0=disable. 1=enable

force_microcheck = -1

Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable

force_quad3d = -1

Enable near z clipping: -1=Game default, 0=disable. 1=enable

clip_zmin = -1

Enable far plane clipping: -1=Game default, 0=disable. 1=enable

clip_zmax = -1

Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable

fast_crc = -1

Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable

adjust_aspect = -1

Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable

zmode_compare_less = -1

Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable

old_style_adither = -1

Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable

n64_z_scale = -1

Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable

optimize_texrect = -1

Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable

ignore_aux_copy = -1

Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable

hires_buf_clear = -1

Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable

fb_read_alpha = -1

Handle unchanged fb: -1=Game default, 0=disable. 1=enable

useless_is_useless = -1

Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC

fb_crc_mode = -1

Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled

filtering = -1

Fog: -1=Game default, 0=disable. 1=enable

fog = -1

Buffer clear on every frame: -1=Game default, 0=disable. 1=enable

buff_clear = -1

Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods

swapmode = -1

Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original

aspect = -1

LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise

lodmode = -1

Smart framebuffer: -1=Game default, 0=disable. 1=enable

fb_smart = -1

Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable

fb_hires = -1

Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable

fb_read_always = -1

Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2

read_back_to_screen = -1

Show images written directly by CPU: -1=Game default, 0=disable. 1=enable

detect_cpu_write = -1

Get frame buffer info: -1=Game default, 0=disable. 1=enable

fb_get_info = -1

Enable software depth render: -1=Game default, 0=disable. 1=enable

fb_render = -1

Enable Frameskip

glide64Frameskip = -5

[Video-GLideN64]

Settings version. Don't touch it.

configVersion = 16

Crop resulted image (0=disable, 1=auto crop, 2=user defined crop)

CropMode = 1

Crop width pixels from left and right of resulted image (in native resolution)

CropWidth = 0

Crop height pixels from top and bottom of resulted image (in native resolution)

CropHeight = 0

Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)

MultiSampling = 0

Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)

AspectRatio = 1

Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)

BufferSwapMode = 0

Frame buffer size is the factor of N64 native resolution.

UseNativeResolutionFactor = 1

Bilinear filtering mode (0=N64 3point, 1=standard)

bilinearMode = 1

Max level of Anisotropic Filtering, 0 for off

MaxAnisotropy = False

Size of texture cache in megabytes. Good value is VRAM*3/4

CacheSize = 100

Enable color noise emulation.

EnableNoise = False

Enable LOD emulation.

EnableLOD = True

Enable hardware per-pixel lighting.

EnableHWLighting = False

Use persistent storage for compiled shaders.

EnableShadersStorage = True

Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)

CorrectTexrectCoords = 0

Render 2D texrects in native resolution to fix misalignment between parts of 2D image.

EnableNativeResTexrects = False

Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.

EnableLegacyBlending = True

Enable frame and|or depth buffer emulation.

EnableFBEmulation = False

Copy auxiliary buffers to RDRAM

EnableCopyAuxiliaryToRDRAM = False

Enable N64 depth compare instead of OpenGL standard one. Experimental.

EnableN64DepthCompare = False

Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.

DisableFBInfo = True

Read color buffer by 4kb chunks (strict follow to FBRead specification)

FBInfoReadColorChunk = False

Read depth buffer by 4kb chunks (strict follow to FBRead specification)

FBInfoReadDepthChunk = True

Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=copy in async mode)

EnableCopyColorToRDRAM = 0

Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)

EnableCopyDepthToRDRAM = 2

Enable color buffer copy from RDRAM.

EnableCopyColorFromRDRAM = False

Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)

txFilterMode = 0

Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ

txEnhancementMode = 0

Deposterize texture before enhancement.

txDeposterize = False

Don't filter background textures.

txFilterIgnoreBG = False

Size of filtered textures cache in megabytes.

txCacheSize = 100

Use high-resolution texture packs if available.

txHiresEnable = False

Allow to use alpha channel of high-res texture fully.

txHiresFullAlphaChannel = False

Use alternative method of paletted textures CRC calculation.

txHresAltCRC = False

Enable dump of loaded N64 textures.

txDump = False

Zip textures cache.

txCacheCompression = True

Force use 16bit texture formats for HD textures.

txForce16bpp = False

Save texture cache to hard disk.

txSaveCache = True

Path to folder with hi-res texture packs.

txPath = "/recalbox/share/system/configs/mupen64/hires_texture"

File name of True Type Font for text messages.

fontName = "FreeSans.ttf"

Font size.

fontSize = 18

Font color in RGB format.

fontColor = "B5E61D"

Enable bloom filter

EnableBloom = False

Brightness threshold level for bloom. Values [2, 6]

bloomThresholdLevel = 4

Bloom blend mode (0=Strong, 1=Mild, 2=Light)

bloomBlendMode = 0

Blur radius. Values [2, 10]

blurAmount = 10

Blur strength. Values [10, 100]

blurStrength = 20

Force gamma correction.

ForceGammaCorrection = False

Gamma correction level.

GammaCorrectionLevel = "2.000000"

Show FPS counter.

ShowFPS = False

Show VI/S counter.

ShowVIS = False

Show percent counter.

ShowPercent = False

Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)

CountersPos = 8

[Video-Rice]

ForcePolygonOffset = True PolygonOffsetFactor = -3 PolygonOffsetUnits = -3 ScreenUpdateSetting = 4 FastTextureLoading = False SkipFrame = True LoadHiResTextures = True ForceTextureFilter = 0 TextureEnhancement = 0 TextureEnhancementControl = 1 Mipmapping = 0 FogMethod = 0

Mupen64Plus Rice Video Plugin config parameter version number

Version = 1

Frame Buffer Emulation (0=ROM default, 1=disable)

FrameBufferSetting = 0

Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)

FrameBufferWriteBackControl = 0

Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)

RenderToTexture = 0

Force to use normal alpha blender

NormalAlphaBlender = False

Use different texture coordinate clamping code

AccurateTextureMapping = True

Force emulated frame buffers to be in N64 native resolution

InN64Resolution = False

Try to reduce Video RAM usage (should never be used)

SaveVRAM = False

Enable this option to have better render-to-texture quality

DoubleSizeForSmallTxtrBuf = False

Force to use normal color combiner

DefaultCombinerDisable = False

Enable game-specific settings from INI file

EnableHacks = True

If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode

WinFrameMode = False

N64 Texture Memory Full Emulation (may fix some games, may break others)

FullTMEMEmulation = False

Enable vertex clipper for fog operations

OpenGLVertexClipper = False

Enable/Disable SSE optimizations for capable CPUs

EnableSSE = True

If enabled, texture enhancement will be done only for TxtRect ucode

TexRectOnly = False

If enabled, texture enhancement will be done only for textures width+height<=128

SmallTextureOnly = False

Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)

LoadHiResCRCOnly = True

Enable texture dumping

DumpTexturesToFiles = False

Display On-screen FPS

ShowFPS = True

Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)

TextureQuality = 0

Z-buffer depth (only 16 or 32)

OpenGLDepthBufferSetting = 16

Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)

MultiSampling = 0

Color bit depth for rendering window (0=32 bits, 1=16 bits)

ColorQuality = 0

OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.4, 3=OGL_FRAGMENT_PROGRAM)

OpenGLRenderSetting = 0

Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering

AnisotropicFiltering = 0

[Video-Z64]

High resolution framebuffer

HiResFB = True

Use framebuffer info

FBInfo = True

Run RDP on thread

Threaded = False

Run RDP asynchronously

Async = False

Don't use NPOT FBOs (may be needed for older graphics cards)

NoNpotFbos = False