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  1. [Video-GLideN64]
  2.  
  3. # Settings version. Don't touch it.
  4. configVersion = 29
  5. # Bilinear filtering mode (0=N64 3point, 1=standard)
  6. bilinearMode = 1
  7. # Enable frame and|or depth buffer emulation.
  8. EnableFBEmulation = True
  9. # Frame buffer size is the factor of N64 native resolution.
  10. UseNativeResolutionFactor = 2
  11. # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
  12. EnableLegacyBlending = True
  13. # Enable threaded video backend
  14. ThreadedVideo = True
  15. # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
  16. BufferSwapMode = 2
  17. # Enable hybrid integer scaling filter, this can be slow with low-end GPUs
  18. EnableHybridFilter = False
  19. # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
  20. MultiSampling = 0
  21. # Enable/Disable Fast Approximate Anti-Aliasing FXAA
  22. FXAA = False
  23. # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
  24. AspectRatio = 1
  25. # Remove halos around filtered textures.
  26. enableHalosRemoval = False
  27. # Max level of Anisotropic Filtering, 0 for off
  28. MaxAnisotropy = 0
  29. # Enable color noise emulation.
  30. EnableNoise = True
  31. # Enable LOD emulation.
  32. EnableLOD = True
  33. # Enable hardware per-pixel lighting.
  34. EnableHWLighting = True
  35. # Use persistent storage for compiled shaders.
  36. EnableShadersStorage = True
  37. # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
  38. EnableFragmentDepthWrite = True
  39. # Use GLideN64 per-game settings.
  40. EnableCustomSettings = True
  41. # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
  42. CorrectTexrectCoords = 0
  43. # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off, 1=Optimized, 2=Unoptimized)
  44. EnableNativeResTexrects = 0
  45. # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
  46. BackgroundsMode = 1
  47. # Copy auxiliary buffers to RDRAM
  48. EnableCopyAuxiliaryToRDRAM = False
  49. # Enable N64 depth compare instead of OpenGL standard one. Experimental.
  50. EnableN64DepthCompare = False
  51. # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
  52. ForceDepthBufferClear = False
  53. # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.
  54. DisableFBInfo = True
  55. # Read color buffer by 4kb chunks (strict follow to FBRead specification)
  56. FBInfoReadColorChunk = False
  57. # Read depth buffer by 4kb chunks (strict follow to FBRead specification)
  58. FBInfoReadDepthChunk = True
  59. # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
  60. EnableCopyColorToRDRAM = 2
  61. # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)
  62. EnableCopyDepthToRDRAM = 2
  63. # Enable color buffer copy from RDRAM.
  64. EnableCopyColorFromRDRAM = False
  65. # Enable resulted image crop by Overscan.
  66. EnableOverscan = False
  67. # PAL mode. Left bound of Overscan
  68. OverscanPalLeft = 0
  69. # PAL mode. Right bound of Overscan
  70. OverscanPalRight = 0
  71. # PAL mode. Top bound of Overscan
  72. OverscanPalTop = 0
  73. # PAL mode. Bottom bound of Overscan
  74. OverscanPalBottom = 0
  75. # NTSC mode. Left bound of Overscan
  76. OverscanNtscLeft = 0
  77. # NTSC mode. Right bound of Overscan
  78. OverscanNtscRight = 0
  79. # NTSC mode. Top bound of Overscan
  80. OverscanNtscTop = 0
  81. # NTSC mode. Bottom bound of Overscan
  82. OverscanNtscBottom = 0
  83. # 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)
  84. txFilterMode = 0
  85. # 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
  86. txEnhancementMode = 0
  87. # Deposterize texture before enhancement.
  88. txDeposterize = False
  89. # Don't filter background textures.
  90. txFilterIgnoreBG = False
  91. # Size of memory cache for enhanced textures in megabytes.
  92. txCacheSize = 100
  93. # Use high-resolution texture packs if available.
  94. txHiresEnable = True
  95. # Allow to use alpha channel of high-res texture fully.
  96. txHiresFullAlphaChannel = True
  97. # Use alternative method of paletted textures CRC calculation.
  98. txHresAltCRC = False
  99. # Enable dump of loaded N64 textures.
  100. txDump = False
  101. # Zip textures cache.
  102. txCacheCompression = True
  103. # Force use 16bit texture formats for HD textures.
  104. txForce16bpp = False
  105. # Save texture cache to hard disk.
  106. txSaveCache = True
  107. # Use file storage instead of memory cache for enhanced textures.
  108. txEnhancedTextureFileStorage = False
  109. # Use file storage instead of memory cache for HD textures.
  110. txHiresTextureFileStorage = False
  111. # Path to folder with hi-res texture packs.
  112. txPath = "/home/pi/.local/share/mupen64plus/hires_texture"
  113. # Path to folder where plugin saves texture cache files.
  114. txCachePath = "/home/pi/.cache/mupen64plus/cache"
  115. # Path to folder where plugin saves dumped textures.
  116. txDumpPath = "/home/pi/.cache/mupen64plus/texture_dump"
  117. # File name of True Type Font for text messages.
  118. fontName = "FreeSans.ttf"
  119. # Font size.
  120. fontSize = 18
  121. # Font color in RGB format.
  122. fontColor = "B5E61D"
  123. # Force gamma correction.
  124. ForceGammaCorrection = False
  125. # Gamma correction level.
  126. GammaCorrectionLevel = 2.000000
  127. # Show FPS counter.
  128. ShowFPS = False
  129. # Show VI/S counter.
  130. ShowVIS = False
  131. # Show percent counter.
  132. ShowPercent = False
  133. # Show internal resolution.
  134. ShowInternalResolution = False
  135. # Show rendering resolution.
  136. ShowRenderingResolution = False
  137. # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
  138. CountersPos = 8
  139. # Enable dithering pattern on output image.
  140. EnableDitheringPattern = False
  141. # Enable hi-res noise dithering.
  142. EnableHiresNoiseDithering = False
  143. # Dither with color quantization.
  144. DitheringQuantization = True
  145. # Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
  146. RDRAMImageDitheringMode = 3
  147. # Press 'r' to reload HD textures.
  148. txReloadHiresTex = False
  149.  
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