mirror of
https://github.com/jessicanataliagta/PSPRecomp
synced 2026-09-29 17:28:27 -04:00
3bdd8699c2
fixed save games 2
127 lines
4.1 KiB
INI
127 lines
4.1 KiB
INI
; VCSNative default DirectX 12 performance configuration.
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; Uses asynchronous GE execution, the cross-unit AOT hot-register cache, native
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; indexed/strip submission, packed 0x0115 GPU decode, hardware culling and batch
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; merging. Visual/input/audio follow-ups remain tracked separately under the local
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; progress directory.
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[Display]
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Enabled=true
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; Output resolution mode: PSP | Desktop | Custom
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; PSP = 480x272 logical output
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; Desktop = current Windows desktop/monitor resolution
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; Custom = uses Width and Height below
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ResolutionMode=Desktop
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; Used by ResolutionMode=Custom. Valid ranges: Width 320-16384, Height 180-16384.
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Width=1920
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Height=1080
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; Fullscreen=true uses a borderless desktop-sized window. In that mode Width/Height
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; still define the Custom logical output size, but the window itself fills the desktop.
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Fullscreen=true
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AspectRatio=Stretch
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UpscaleFilter=Bilinear
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IntegerScale=false
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ShowFPS=false
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[Rendering]
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Backend=DirectX12
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HardwareTransform=true
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DX12GEColor=true
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TextureCacheEntries=8192
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TextureCacheMB=512
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; Internal render resolution mode: PSP | Scale | Desktop | Custom
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; PSP = native 480x272 rendering
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; Scale = 480x272 multiplied by InternalScale (1-8)
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; Desktop = current Windows desktop/monitor resolution
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; Custom = uses InternalWidth and InternalHeight below
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InternalResolutionMode=Desktop
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; Used only by InternalResolutionMode=Scale.
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InternalScale=2
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; Used only by InternalResolutionMode=Custom.
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; Valid ranges: InternalWidth 480-16384, InternalHeight 272-16384.
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InternalWidth=1920
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InternalHeight=1080
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MSAA=1
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SMAA=false
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AnisotropicFiltering=1
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DepthPrecision=24
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ExperimentalGpuColorPreview=false
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GeometryDebugColors=false
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DumpGpuFrameVblank=0
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[Timing]
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FrameRate=120
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RealtimeSpeedDiagnostics=false
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RealtimeSpeedIntervalVblanks=240
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[Audio]
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Enabled=true
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Volume=100
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Diagnostics=false
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PrebufferBlocks=8
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RecoveryPrebufferBlocks=14
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[Widescreen]
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Enabled=true
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AspectRatio=auto
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[Project2DFX]
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Enabled=false
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PerformanceLog=false
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[SimulateHDR]
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Enabled=false
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[DrawDistance]
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; Correctness 0.1: implementation is complete but remains opt-in so normal
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; gameplay/performance can be compared directly against the clean GitHub baseline.
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; Change only Enabled=true to test the prefilled 1.50x extension.
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Enabled=false
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World=1.50
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Vehicles=1.50
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NPCs=1.50
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[Frontend]
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; V9 load-only startup: the removed BootToGameMenu path can no longer be
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; enabled. After the intro, the first AUTOLOAD/LOAD is presented as the
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; in-frame PSP Load Game slot picker instead.
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; false = keyboard/gamepad only; no desktop cursor or mouse clicks in savedata.
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MouseMenu=false
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[Textures]
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; Texture replacement matched by the texture's internal name inside the game's
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; TEX containers -- the same name VCS IMG Studio shows. Nothing is matched by
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; VRAM address, so installing a mod that rebuilds the archives does not
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; invalidate your files: the names are re-read from whatever is installed.
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;
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; Use .dds exported as UNCOMPRESSED A8R8G8B8. That is lossless with a full
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; 8-bit alpha channel, which is what interface art needs -- DXT quantizes in 4x4
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; blocks and ruins sharp edges, and DXT1 carries only one bit of alpha. Nothing
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; is gained by compressing: every override is decoded to RGBA8 before upload.
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;
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; .png is read too, but only if the ffmpeg in this build has a PNG decoder, and
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; the one shipped here does not (it is a minimal build for the PMF movies). A
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; .png override is skipped with a line in the log saying so.
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Enabled=false
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; Relative to the executable directory. Subfolders are scanned as well and are
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; only for organisation: <dir>/UI/HUD/radar.png and <dir>/radar.png both replace
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; the texture named "radar".
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Directory=TexturesDDS
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[Controls]
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CameraStick=true
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MouseSensitivity=12
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InvertCameraY=false
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PedCameraUpLimitDegrees=10
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ModernControlScheme=false
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[Testing]
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; INTERNAL DEVELOPER TOOL ONLY. This is not a general gameplay save-state.
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; false = F8/F10 checkpoint/trace hotkeys are completely disabled in normal play.
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; true = F8 captures SAVE_REPRO checkpoint and F10 dumps its diagnostic trace.
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; RESTORE_SAVE_REPRO.bat explicitly enables this harness only for its own run.
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SaveRepro=false
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[Diagnostics]
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LogToFile=true
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LogFile=VCSNative.log
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FlushEveryLine=false
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