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- [Video-GLideN64]
- # Settings version. Don't touch it.
- configVersion = 29
- # Bilinear filtering mode (0=N64 3point, 1=standard)
- bilinearMode = 1
- # Enable frame and|or depth buffer emulation.
- EnableFBEmulation = True
- # Frame buffer size is the factor of N64 native resolution.
- UseNativeResolutionFactor = 2
- # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
- EnableLegacyBlending = True
- # Enable threaded video backend
- ThreadedVideo = True
- # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
- BufferSwapMode = 2
- # Enable hybrid integer scaling filter, this can be slow with low-end GPUs
- EnableHybridFilter = False
- # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
- MultiSampling = 0
- # Enable/Disable Fast Approximate Anti-Aliasing FXAA
- FXAA = False
- # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
- AspectRatio = 1
- # Remove halos around filtered textures.
- enableHalosRemoval = False
- # Max level of Anisotropic Filtering, 0 for off
- MaxAnisotropy = 0
- # Enable color noise emulation.
- EnableNoise = True
- # Enable LOD emulation.
- EnableLOD = True
- # Enable hardware per-pixel lighting.
- EnableHWLighting = True
- # Use persistent storage for compiled shaders.
- EnableShadersStorage = True
- # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
- EnableFragmentDepthWrite = True
- # Use GLideN64 per-game settings.
- EnableCustomSettings = 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. (0=Off, 1=Optimized, 2=Unoptimized)
- EnableNativeResTexrects = 0
- # Render backgrounds mode (HLE only). (0=One piece (fast), 1=Stripped (precise))
- BackgroundsMode = 1
- # Copy auxiliary buffers to RDRAM
- EnableCopyAuxiliaryToRDRAM = False
- # Enable N64 depth compare instead of OpenGL standard one. Experimental.
- EnableN64DepthCompare = False
- # Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
- ForceDepthBufferClear = 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=Double Buffer, 3=Triple Buffer)
- EnableCopyColorToRDRAM = 2
- # 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
- # Enable resulted image crop by Overscan.
- EnableOverscan = False
- # PAL mode. Left bound of Overscan
- OverscanPalLeft = 0
- # PAL mode. Right bound of Overscan
- OverscanPalRight = 0
- # PAL mode. Top bound of Overscan
- OverscanPalTop = 0
- # PAL mode. Bottom bound of Overscan
- OverscanPalBottom = 0
- # NTSC mode. Left bound of Overscan
- OverscanNtscLeft = 0
- # NTSC mode. Right bound of Overscan
- OverscanNtscRight = 0
- # NTSC mode. Top bound of Overscan
- OverscanNtscTop = 0
- # NTSC mode. Bottom bound of Overscan
- OverscanNtscBottom = 0
- # 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 memory cache for enhanced textures in megabytes.
- txCacheSize = 100
- # Use high-resolution texture packs if available.
- txHiresEnable = True
- # Allow to use alpha channel of high-res texture fully.
- txHiresFullAlphaChannel = True
- # 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
- # Use file storage instead of memory cache for enhanced textures.
- txEnhancedTextureFileStorage = False
- # Use file storage instead of memory cache for HD textures.
- txHiresTextureFileStorage = False
- # Path to folder with hi-res texture packs.
- txPath = "/home/pi/.local/share/mupen64plus/hires_texture"
- # Path to folder where plugin saves texture cache files.
- txCachePath = "/home/pi/.cache/mupen64plus/cache"
- # Path to folder where plugin saves dumped textures.
- txDumpPath = "/home/pi/.cache/mupen64plus/texture_dump"
- # File name of True Type Font for text messages.
- fontName = "FreeSans.ttf"
- # Font size.
- fontSize = 18
- # Font color in RGB format.
- fontColor = "B5E61D"
- # 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
- # Show internal resolution.
- ShowInternalResolution = False
- # Show rendering resolution.
- ShowRenderingResolution = False
- # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
- CountersPos = 8
- # Enable dithering pattern on output image.
- EnableDitheringPattern = False
- # Enable hi-res noise dithering.
- EnableHiresNoiseDithering = False
- # Dither with color quantization.
- DitheringQuantization = True
- # Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
- RDRAMImageDitheringMode = 3
- # Press 'r' to reload HD textures.
- txReloadHiresTex = False
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