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Xenia-Canary-Netplay Config Toml

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0% found this document useful (0 votes)
877 views14 pages

Xenia-Canary-Netplay Config Toml

Uploaded by

Alison Lima
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[APU]

apu = "any" # Audio system. Use: [any,


nop, sdl, xaudio2]
apu_max_queued_frames = 16 # Allows changing max
buffered audio frames to reduce audio delay. Minimum is 16.
ffmpeg_verbose = false # Verbose FFmpeg output
(debug and above)
mute = false # Mutes all audio output.

[CPU]
break_condition_gpr = -1 # GPR compared to
break_condition_op = "eq" # comparison operator
break_condition_truncate = true # truncate value to 32-bits
break_condition_value = 0 # value compared against
break_on_debugbreak = true # int3 on JITed __debugbreak
requests.
break_on_instruction = 0 # int3 before the given guest
address is executed.
break_on_start = false # Break into the debugger on
startup.
break_on_unimplemented_instructions = true # Break to the host debugger
(or crash if no debugger attached) if an unimplemented PowerPC instruction is
encountered.
clock_no_scaling = false # Disable scaling code. Time
management and locking is bypassed. Guest system time is directly pulled from host.
clock_source_raw = false # Use the RDTSC instruction
as the time source. Host CPU must support invariant TSC.
cpu = "any" # CPU backend [any, x64].
debug_symbol_loader = false # Enable dbghelp debug
logging and validation.
debugprint_trap_log = false # Log debugprint traps to the
active debugger
disable_instruction_infocache = false # Disables caching records of
called instructions/mmio accesses.
disable_prefetch_and_cachecontrol = true # Disables translating ppc
prefetch/cache flush instructions to host prefetch/cacheflush instructions. This
may improve performance as these instructions were written with the Xbox 360's
cache in mind, and modern processors do their own automatic prefetching.
disassemble_functions = false # Disassemble functions
during generation.
dump_translated_hir_functions = false # dumps translated hir
elide_e0_check = false # Eliminate e0 check on some
memory accesses, like to r13(tls) or r1(sp)
emit_mmio_aware_stores_for_recorded_exception_addresses = true # Uses info
gathered via record_mmio_access_exceptions to emit special stores that are faster
than trapping the exception
emit_source_annotations = false # Add extra movs and nops to
make disassembly easier to read.
enable_early_precompilation = false # Enable pre-compiling guest
functions that we know we've called/that we've recognized as being functions via
simple heuristics, good for error finding/stress testing with the JIT
full_optimization_even_with_debug = false # For developer use to
analyze the quality of the generated code, not intended for actual debugging of the
code
ignore_trap_instructions = true # Generate no code for
powerpc trap instructions, can result in better performance in games that
aggressively check with trap.
ignore_undefined_externs = true # Don't exit when an
undefined extern is called.
inline_loadclock = false # Directly read cached guest
clock without calling the LoadClock method (it gets repeatedly updated by calls
from other threads)
inline_mmio_access = true # Inline constant MMIO loads
and stores.
load_module_map = "" # Loads a .map for symbol
names and to diff with the generated symbol database.
no_reserved_ops = false # For testing whether a game
may have races with a broken reserved load/store impl
no_round_to_single = false # Not for users, breaks
games. Skip rounding double values to single precision and back
permit_float_constant_evaluation = false # Allow float constant
evaluation, may produce incorrect results and break games math
pvr = 7407360 # Processor version and
revision number.
# Bits 0 to 15 are the
version number.
# Bits 16 to 31 are the
revision number.
# Note: Some XEXs (such as
mfgbootlauncher.xex) may check for a value that's less than 0x710700.

store_all_context_values = false # Don't strip dead context


stores to aid in debugging.
trace_function_coverage = false # Generate tracing for
function instruction coverage statistics.
trace_function_data = false # Generate tracing for
function result data.
trace_function_data_path = "" # File to write trace data
to.
trace_function_references = false # Generate tracing for
function address references.
trace_functions = false # Generate tracing for
function statistics.
use_fast_dot_product = false # Experimental optimization,
much shorter sequence on dot products, treating inf as overflow instead of using
mcxsrfour insn dotprod
validate_hir = false # Perform validation checks
on the HIR during compilation.
writable_code_segments = false # Enables a program to write
to its own code segments in memory.

[Config]
defaults_date = 2020123113 # Do not modify - internal
version of the default values in the config, for seamless updates if default value
of any option is changed.

[Content]
license_mask = 1 # Set license mask for
activated content.
# 0 = No licenses enabled.
# 1 = First license enabled.
Generally the full version license in
# Xbox Live Arcade
titles.
# -1 or 0xFFFFFFFF = All
possible licenses enabled. Generally a
# bad
idea, could lead to undefined behavior.

[D3D12]
d3d12_adapter = -1 # Index of the DXGI adapter
to use. -1 for any physical adapter, -2 for WARP software rendering.
d3d12_allow_variable_refresh_rate_and_tearing = false # In fullscreen, allow using
variable refresh rate on displays supporting it. On displays not supporting VRR,
screen tearing may occur in certain cases.
d3d12_bindless = true # Use bindless resources
where available - may improve performance, but may make debugging more complicated.
d3d12_break_on_error = false # Break on Direct3D 12
validation errors.
d3d12_break_on_warning = false # Break on Direct3D 12
validation warnings.
d3d12_clear_memory_page_state = true # Refresh state of memory
pages to enable gpu written data. (Use for 'Team Ninja' Games to fix missing
character models)
d3d12_debug = false # Enable Direct3D 12 and DXGI
debug layer.
d3d12_dxbc_disasm = false # Disassemble DXBC shaders
after generation.
d3d12_dxbc_disasm_dxilconv = false # Disassemble DXBC shaders
after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX
Shader Compiler DLLs available at
https://github.com/microsoft/DirectXShaderCompiler/releases are present.
d3d12_nvapi_use_driver_heap_priorities = false # nvidia stuff
d3d12_pipeline_creation_threads = -1 # Number of threads used for
graphics pipeline creation. -1 to calculate automatically (75% of logical CPU
cores), a positive number to specify the number of threads explicitly (up to the
number of logical CPU cores), 0 to disable multithreaded pipeline creation.
d3d12_queue_priority = 1 # Graphics (direct) command
queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires
administrator privileges, may impact system responsibility)
d3d12_readback_memexport = false # Read data written by memory
export in shaders on the CPU. This may be needed in some games (but many only
access exported data on the GPU, and this flag isn't needed to handle such
behavior), but causes mid-frame synchronization, so it has a huge performance
impact.
d3d12_readback_resolve = true # Read render-to-texture
results on the CPU. This may be needed in some games, for instance, for screenshots
in saved games, but causes mid-frame synchronization, so it has a huge performance
impact.
d3d12_submit_on_primary_buffer_end = true # Submit the command list
when a PM4 primary buffer ends if it's possible to submit immediately to try to
reduce frame latency.
d3d12_tessellation_wireframe = false # Display tessellated
surfaces as wireframe for debugging.
d3d12_tiled_shared_memory = true # Enable tiled resources for
shared memory emulation. Disabling them increases video memory usage - a 512 MB
buffer is created - but allows graphics debuggers that don't support tiled
resources to work.

[Display]
fullscreen = false # Whether to launch the
emulator in fullscreen.
host_present_from_non_ui_thread = true # Allow the GPU emulation
thread to present the guest output to the host surface directly instead of
requesting the UI thread to do so through the host window system.
internal_display_resolution = 4 # Allow game that support
different resolutions to be rendered in specific resolution. 0=640x480
# 1=640x576
# 2=720x480
# 3=720x576
# 4=800x600
# 5=848x480
# 6=1024x768
# 7=1152x864
# 8=1280x720 (Default)
# 9=1280x768
# 10=1280x960
# 11=1280x1024
# 12=1360x768
# 13=1440x900
# 14=1680x1050
# 15=1920x540
# 16=1920x1080

postprocess_antialiasing = "" # Post-processing anti-


aliasing effect to apply to the image output of the game.
# Using post-process anti-
aliasing is heavily recommended when AMD FidelityFX Contrast Adaptive Sharpening or
Super Resolution 1.0 is active.
# Use: [none, fxaa,
fxaa_extreme]
# none (or any value not
listed here):
# Don't alter the original
image.
# fxaa:
# NVIDIA Fast Approximate
Anti-Aliasing 3.11, normal quality preset (12).
# fxaa_extreme:
# NVIDIA Fast Approximate
Anti-Aliasing 3.11, extreme quality preset (39).

postprocess_dither = true # Dither the final image


output from the internal precision to 8 bits per channel so gradients are smoother.
# On a 10bpc display, the
lower 2 bits will still be kept, but noise will be added to them - disabling may be
recommended for 10bpc, but it depends on the 10bpc displaying capabilities of the
actual display used.

postprocess_ffx_cas_additional_sharpness = -10.0 # Additional sharpness for


AMD FidelityFX Contrast Adaptive Sharpening (CAS), from 0 to 1.
# Higher is sharper.

postprocess_ffx_fsr_max_upsampling_passes = 1 # Maximum number of


upsampling passes performed in AMD FidelityFX Super Resolution 1.0 (FSR) before
falling back to bilinear stretching after the final pass.
# Each pass upscales only to
up to 2x2 the previous size. If the game outputs a 1280x720 image, 1 pass will
upscale it to up to 2560x1440 (below 4K), after 2 passes it will be upscaled to a
maximum of 5120x2880 (including 3840x2160 for 4K), and so on.
# This variable has no effect
if the display resolution isn't very high, but may be reduced on resolutions like
4K or 8K in case the performance impact of multiple FSR upsampling passes is too
high, or if softer edges are desired.
# The default value is the
maximum internally supported by Xenia.

postprocess_ffx_fsr_sharpness_reduction = -10.0 # Sharpness reduction for AMD


FidelityFX Super Resolution 1.0 (FSR), in stops.
# Lower is sharper.

postprocess_scaling_and_sharpening = "fsr" # Post-processing effect to


use for resampling and/or sharpening of the final display output.
# Use: [bilinear, cas, fsr]
# bilinear (or any value not
listed here):
# Original image at 1:1,
simple bilinear stretching for resampling.
# cas:
# Use AMD FidelityFX
Contrast Adaptive Sharpening (CAS) for sharpening at scaling factors of up to 2x2,
with additional bilinear stretching for larger factors.
# fsr:
# Use AMD FidelityFX Super
Resolution 1.0 (FSR) for highest-quality upscaling, or AMD FidelityFX Contrast
Adaptive Sharpening for sharpening while not scaling or downsampling.
# For scaling by factors of
more than 2x2, multiple FSR passes are done.

present_letterbox = true # Maintain aspect ratio when


stretching by displaying bars around the image when there's no more overscan area
to crop out.
present_render_pass_clear = true # On graphics backends where
this is supported, use the clear render pass load operation in presentation instead
of clear commands clearing only the letterbox area.
present_safe_area_x = 100 # Percentage of the image
width that can be kept when presenting to maintain aspect ratio without
letterboxing or stretching.
present_safe_area_y = 100 # Percentage of the image
height that can be kept when presenting to maintain aspect ratio without
letterboxing or stretching.

[GPU]
clear_memory_page_state = false # Refresh state of memory
pages to enable gpu written data. (Use for 'Team Ninja' Games to fix missing
character models)
depth_float24_convert_in_pixel_shader = false # Whether to convert the
depth values to 24-bit floating-point (20e4) from the host precision (32-bit
floating point) directly in the pixel shaders of guest draws when using a host
depth buffer.
# This prevents visual
artifacts (interleaved stripes of parts of surfaces rendered and parts not
rendered, having either the same width in case of the "greater or equal" depth test
function, or the former being much thinner than the latter with the "equal"
function) if the full host precision depth data is lost.
# This issue may happen if
the game reloads the depth data previously evicted from the EDRAM to the RAM back
to the EDRAM, but the EDRAM region that previously contained that depth buffer was
overwritten by another depth buffer, or the game loads it to a different location
in the EDRAM than it was previously placed at, thus Xenia is unable to restore the
depth data with the original precision, and instead falls back to converting the
lower-precision values, so in subsequent rendering passes for the same geometry,
the actual depth values of the surfaces don't match those stored in the depth
buffer anymore.
# This is a costly option
because it makes the GPU unable to use depth buffer compression, and also with
MSAA, forces the pixel shader to run for every subpixel sample rather than for the
entire pixel, making pixel shading 2 or 4 times heavier depending on the MSAA
sample count.
# The rounding direction is
controlled by the depth_float24_round configuration variable.
# Note that with
depth_float24_round = true, this becomes even more costly because pixel shaders
must be executed regardless of whether the surface is behind the previously drawn
surfaces. With depth_float24_round = false, conservative depth output is used,
however, so depth rejection before the pixel shader may still work.
# If sample-rate shading is
not supported by the host GPU, the conversion in the pixel shader is done only when
MSAA is not used.
# When the depth buffer is
emulated in software (via the fragment shader interlock / rasterizer-ordered view),
this is ignored because 24-bit depth is always used directly.

depth_float24_round = false # Whether to round to the


nearest even, rather than truncating (rounding towards zero), the depth when
converting it to 24-bit floating-point (20e4) from the host precision (32-bit
floating point) when using a host depth buffer.
# false:
# Recommended.
# The conversion may move
the depth values farther away from the camera.
# Without
depth_float24_convert_in_pixel_shader:
# The "greater or equal"
depth test function continues to work fine if the full host precision depth data is
lost, it's still possible to draw another pass of the same geometry with it.
# (See the description of
depth_float24_convert_in_pixel_shader for more information about full precision
depth data loss.)
# With
depth_float24_convert_in_pixel_shader:
# Faster - the pixel shader
for hidden surfaces may still be skipped (using conservative depth output).
# true:
# Only for special cases of
issues caused by minor 32-bit floating-point rounding errors, for instance, when
the game tries to draw something at the camera plane by setting Z of the vertex
position to W.
# The conversion may move
the depth values closer or farther.
# Using the same rounding
mode as in the Direct3D 9 reference rasterizer.
# Without
depth_float24_convert_in_pixel_shader:
# Not possible to recover
from a full host precision depth data loss - in subsequent passes of rendering the
same geometry, half of the samples will be failing the depth test with the "greater
or equal" depth test function.
# With
depth_float24_convert_in_pixel_shader:
# Slower - depth rejection
before the pixel shader is not possible.
# When the depth buffer is
emulated in software (via the fragment shader interlock / rasterizer-ordered view),
this is ignored, and rounding to the nearest even is always done.

depth_transfer_not_equal_test = true # When transferring data


between depth render targets, use the "not equal" test to avoid writing rewriting
depth via shader depth output if it's the same as the one currently in the depth
buffer in case of round trips of the data.
# Settings this to true may
make transfer round trips more friendly to depth compression depending on how the
GPU implements it (as arbitrary depth output may result in it being disabled
completely), which is beneficial to subsequent rendering, while setting this to
false may reduce bandwidth usage during transfers as the previous depth won't need
to be read.

disassemble_pm4 = false # Only does anything in debug


builds, if set will disassemble and log all PM4 packets sent to the CP.
draw_resolution_scale_x = 1 # Integer pixel width scale
used for scaling the rendering resolution opaquely to the game.
# 1, 2 and 3 may be
supported, but support of anything above 1 depends on the device properties, such
as whether it supports sparse binding / tiled resources, the number of virtual
address bits per resource, and other factors.
# Various effects and parts
of game rendering pipelines may work incorrectly as pixels become ambiguous from
the game's perspective and because half-pixel offset (which normally doesn't affect
coverage when MSAA isn't used) becomes full-pixel.

draw_resolution_scale_y = 1 # Integer pixel width scale


used for scaling the rendering resolution opaquely to the game.
# See draw_resolution_scale_x
for more information.

draw_resolution_scaled_texture_offsets = true # Apply offsets from texture


fetch instructions taking resolution scale into account for render-to-texture, for
more correct shadow filtering, bloom, etc., in some cases.
dump_shaders = "" # For shader debugging, path
to dump GPU shaders to as they are compiled.
dxbc_source_map = false # Disassemble Xenos
instructions as comments in the resulting DXBC for debugging.
dxbc_switch = false # Use switch rather than if
for flow control. Turning this off or on may improve stability, though this heavily
depends on the driver - on AMD, it's recommended to have this set to true, as some
titles appear to crash when if is used for flow control (possibly the shader
compiler tries to flatten them). On Intel HD Graphics, this is ignored because of a
crash with the switch instruction.
execute_unclipped_draw_vs_on_cpu = true # Execute the vertex shader
for draws with clipping disabled, primarily screen-space draws (such as clears), on
the CPU when possible to estimate the extent of the EDRAM involved in the draw.
# Enabling this may
significantly improve GPU performance as otherwise up to the entire EDRAM may be
considered used in draws without clipping, potentially resulting in spurious EDRAM
range ownership transfer round trips between host render targets.
# Also, on hosts where
certain render target formats have to be emulated in a lossy way (for instance, 16-
bit fixed-point via 16-bit floating-point), this prevents corruption of other
render targets located after the current ones in the EDRAM by lossy range ownership
transfers done for those draws.

execute_unclipped_draw_vs_on_cpu_for_psi_render_backend = true # If
execute_unclipped_draw_vs_on_cpu is enabled, execute the vertex shader for
unclipped draws on the CPU even when using the pixel shader interlock (rasterizer-
ordered view) implementation of the render backend on the host, for which no
expensive copying between host render targets is needed when the ownership of a
EDRAM range is changed.
# If this is enabled,
excessive barriers may be eliminated when switching between different render
targets in separate EDRAM locations.

execute_unclipped_draw_vs_on_cpu_with_scissor = false # Don't restrict the usage of


execute_unclipped_draw_vs_on_cpu to only non-scissored draws (with the right and
the bottom sides of the scissor rectangle at 8192 or beyond) even though if the
scissor rectangle is present, it's usually sufficient for esimating the height of
the render target.
# Enabling this may cause
excessive processing of vertices on the CPU, as some games draw rectangles (for
their UI, for instance) without clipping, but with a proper scissor rectangle.

force_convert_line_loops_to_strips = false # For host graphics API


downlevel support testing only, force CPU conversion of line loops to line strips
even if the host supports line loop primitives natively.
force_convert_quad_lists_to_triangle_lists = false # For host graphics API
downlevel support testing only, force CPU conversion of quad lists to quad strips
even if the host supports quad list primitives natively or via geometry shader
emulation.
# May also be useful for
graphics debugging when the debugger doesn't display the geometry generated by
geometry shaders properly.

force_convert_triangle_fans_to_lists = false # For host graphics API


downlevel support testing only, force CPU conversion of triangle fans to triangle
lists even if the host supports triangle fan primitives natively.
gamma_render_target_as_srgb = false # When the host can't write
piecewise linear gamma directly with correct blending, use sRGB output on the host
for conceptually correct blending in linear color space while having slightly
different precision distribution in the render target and severely incorrect values
if the game accesses the resulting colors directly as raw data.
gpu = "any" # Graphics system. Use: [any,
d3d12, vulkan, null]
gpu_allow_invalid_fetch_constants = true # Allow texture and vertex
fetch constants with invalid type - generally unsafe because the constant may
contain completely invalid values, but may be used to bypass fetch constant type
errors in certain games until the real reason why they're invalid is found.
half_pixel_offset = true # Enable support of vertex
half-pixel offset (D3D9 PA_SU_VTX_CNTL PIX_CENTER). Generally games are aware of
the half-pixel offset, and having this enabled is the correct behavior (disabling
this may significantly break post-processing in some games), but in certain games
it might have been ignored, resulting in slight blurriness of UI textures, for
instance, when they are read between texels rather than at texel centers, or the
leftmost/topmost pixels may not be fully covered when MSAA is used with fullscreen
passes.
ignore_32bit_vertex_index_support = false # For host graphics API
downlevel testing only (useful only for Qualcomm Adreno 4xx-level host GPU
testing), force indirection or pre-masking and pre-swapping of 32-bit vertex
indices as if the host only supports 24-bit indices.
log_guest_driven_gpu_register_written_values = false # Only does anything in debug
builds, if set will log every write to a gpu register done by a guest. Does not log
writes that are done by the CP on its own, just ones the guest makes or instructs
it to make.
log_ringbuffer_kickoff_initiator_bts = false # Only does anything in debug
builds, if set will log the pseudo-stacktrace of the guest thread that wrote the
new read position.
mrt_edram_used_range_clamp_to_min = true # With host render targets,
if multiple render targets are bound, estimate the EDRAM range modified in any of
them to be not bigger than the distance between any two render targets in the
EDRAM, rather than allowing the last one claim the rest of the EDRAM.
# Has effect primarily on
draws without viewport clipping.
# Setting this to false
results in higher accuracy in rare cases, but may increase the amount of copying
that needs to be done sometimes.

native_2x_msaa = true # Use host 2x MSAA when


available. Can be disabled for scalability testing on host GPU APIs where 2x is not
mandatory, in this case, 2 samples of 4x MSAA will be used instead (with similar or
worse quality and higher memory usage).
native_stencil_value_output = true # Use pixel shader stencil
reference output where available for purposes like copying between render targets.
Can be disabled for scalability testing, in this case, much more expensive drawing
of 8 quads will be done.
native_stencil_value_output_d3d12_intel = false # Allow stencil reference
output usage on Direct3D 12 on Intel GPUs - not working on UHD Graphics 630 as of
March 2021 (driver 27.20.0100.8336).
no_discard_stencil_in_transfer_pipelines = false # bleh
primitive_processor_cache_min_indices = 4096 # Smallest number of guest
indices to store in the cache to try reusing later in the same frame if processing
(such as primitive type conversion or reset index replacement) is performed.
# Setting this to a very high
value may result in excessive CPU processing, while a very low value may result in
excessive locking and lookups.
# Negative values disable
caching.

query_occlusion_fake_sample_count = 100 # If set to -1 no sample


counts are written, games may hang. Else, the sample count of every tile will be
incremented on every EVENT_WRITE_ZPD by this number. Setting this to 0 means
everything is reported as occluded.
render_target_path_d3d12 = "" # Render target emulation
path to use on Direct3D 12.
# Use: [any, rtv, rov]
# rtv:
# Host render targets and
fixed-function blending and depth / stencil testing, copying between render targets
when needed.
# Lower accuracy (limited
pixel format support).
# Performance limited
primarily by render target layout changes requiring copying, but generally higher.
# rov:
# Manual pixel packing,
blending and depth / stencil testing, with free render target layout changes.
# Requires a GPU supporting
rasterizer-ordered views.
# Highest accuracy (all
pixel formats handled in software).
# Performance limited
primarily by overdraw.
# On AMD drivers, currently
causes shader compiler crashes in many cases.
# Any other value:
# Choose what is considered
the most optimal for the system (currently always RTV because the ROV path is much
slower now, except for Intel GPUs, which have a bug in stencil testing that causes
Xbox 360 Direct3D 9 clears not to work).

resolve_resolution_scale_fill_half_pixel_offset = true # When using resolution


scaling, apply the hack that stretches the first surely covered host pixel in the
left and top sides of render target resolve areas to eliminate the gap caused by
the half-pixel offset (this is necessary for certain games to display the scene
graphics).
snorm16_render_target_full_range = true # When the host can only
support 16_16 and 16_16_16_16 render targets as -1...1, remap -32...32 to -1...1 to
use the full possible range of values, at the expense of multiplicative blending
correctness.
store_shaders = true # Store shaders persistently
and load them when loading games to avoid runtime spikes and freezes when playing
the game not for the first time.
texture_cache_memory_limit_hard = 768 # Maximum host texture memory
usage (in megabytes) above which textures will be destroyed as soon as possible.
texture_cache_memory_limit_render_to_texture = 24 # Part of the host texture
memory budget (in megabytes) that will be scaled by the current drawing resolution
scale.
# If
texture_cache_memory_limit_soft, for instance, is 384, and this is 24, it will be
assumed that the game will be using roughly 24 MB of render-to-texture (resolve)
targets and 384 - 24 = 360 MB of regular textures - so with 2x2 resolution scaling,
the soft limit will be 360 + 96 MB, and with 3x3, it will be 360 + 216 MB.

texture_cache_memory_limit_soft = 384 # Maximum host texture memory


usage (in megabytes) above which old textures will be destroyed.
texture_cache_memory_limit_soft_lifetime = 30 # Seconds a texture should be
unused to be considered old enough to be deleted if texture memory usage exceeds
texture_cache_memory_limit_soft.
trace_gpu_prefix = "scratch/gpu/" # Prefix path for GPU trace
files.
trace_gpu_stream = false # Trace all GPU packets.
vsync = false # Enable VSYNC.
vsync_fps = 60 # VSYNC frames per second

[General]
allow_game_relative_writes = false # Not useful to non-
developers. Allows code to write to paths relative to game://. Used for generating
test data to compare with original hardware.
allow_plugins = false # Allows loading of
plugins/trainers from plugins\title_id\plugin.xex.Plugin are homebrew xex modules
which can be used for making mods This feature is experimental.
apply_patches = true # Enables custom patching
functionality
controller_hotkeys = false # Hotkeys for Xbox and PS
controllers.
debug = false # Allow debugging and retain
debug information.
gamepaths = "E:\\Xbox 360;" # Paths the frontend will
search for games.
launch_module = "" # Executable to launch from
the .iso or the package instead of default.xex or the module specified by the game.
Leave blank to launch the default module.
notification_sound_path = "" # Path (including filename)
to selected notification sound. Sound MUST be in wav format!
recent_titles_entry_amount = 10 # Allows user to define how
many titles is saved in list of recently played titles.
skip_frontend = false # Skip the UWP frontend and
launch with a file-picker.
time_scalar = 1.0 # Scalar used to speed or
slow time (1x, 2x, 1/2x, etc).

[HACKS]
ac6_ground_fix = false # This fixes(hide) issues
with black ground in AC6. Use only in AC6. Might cause issues in other titles.

[HID]
guide_button = false # Forward guide button
presses to guest.
hid = "any" # Input system. Use: [any,
nop, sdl, winkey, xinput]
vibration = true # Toggle controller
vibration.

[Kernel]
apply_title_update = true # Apply title updates.
cl = "" # Specify additional command-
line provided to guest.
ignore_thread_affinities = true # Ignores game-specified
thread affinities.
ignore_thread_priorities = true # Ignores game-specified
thread priorities.
kernel_cert_monitor = false # Enable cert monitor.
kernel_debug_monitor = false # Enable debug monitor.
kernel_display_gamma_power = 2.22222233 # Display gamma to use with
kernel_display_gamma_type 3.
kernel_display_gamma_type = 2 # Display gamma type: 0 -
linear, 1 - sRGB (CRT), 2 - BT.709 (HDTV), 3 - power specified via
kernel_display_gamma_power.
kernel_pix = false # Enable PIX.
log_high_frequency_kernel_calls = false # Log kernel calls with the
kHighFrequency tag.

[Live]
api_address = "127.0.0.1:36000" # Xenia Master Server Address
log_mask_ips = true # Do not include P2P IPs
inside the log
logging = false # Log Network Activity &
Stats
offline_mode = false # Offline Mode
stub_xlivebase = false # Return success for all
unimplemented XLiveBase calls.
upnp = false # Automatically port forward
using UPnP
upnp_root = "" # UPnP Root Device

[Logging]
flush_log = true # Flush log file after each
log line batch.
log_file = "" # Logs are written to the
given file
log_level = -1 # Maximum level to be logged.
(0=error, 1=warning, 2=info, 3=debug)
log_mask = 0 # Disables specific
categorizes for more granular debug logging. Kernel = 1, Apu = 2, Cpu = 4.
log_string_format_kernel_calls = false # Log kernel calls with the
kHighFrequency tag.
log_to_debugprint = false # Dump the log to DebugPrint.
log_to_stdout = true # Write log output to stdout

[Memory]
ignore_offset_for_ranged_allocations = false # Allows to ignore 4k offset
for physical allocations with provided range. Certain titles check if result
matches provided lower range.
protect_on_release = false # Protect released memory to
prevent accesses.
protect_zero = true # Protect the zero page from
reads and writes.
scribble_heap = false # Scribble 0xCD into all
allocated heap memory.
writable_executable_memory = true # Allow mapping memory with
both write and execute access, for simulating behavior on platforms where that's
not supported

[Storage]
cache_root = "" # Root path for files used to
speed up certain parts of the emulator or the game. These files may be persistent,
but they can be deleted without major side effects such as progress loss. If empty,
the cache folder under the storage root, or, if available, the cache directory
preferred for the OS, will be used.
content_root = "" # Root path for guest content
storage (saves, etc.), or empty to use the content folder under the storage root.
mount_cache = true # Enable cache mount
mount_scratch = false # Enable scratch mount
storage_root = "" # Root path for persistent
internal data storage (config, etc.), or empty to use the path preferred for the
OS, such as the documents folder, or the emulator executable directory if
portable.txt is present in it.

[UI]
custom_font_path = "" # Allows user to load custom
font and use it instead of default one.
font_size = 12 # Allows user to set custom
font size.
headless = false # Don't display any UI, using
defaults for prompts as needed.
imgui_debug = false # Show ImGui debugging tools.
profiler_dpi_scaling = false # Apply window DPI scaling to
the profiler.
show_achievement_notification = false # Show achievement
notification on screen.
show_profiler = false # Show profiling UI by
default.

[User]
user_0_name = "XeniaUser9" # Gamertag for user 0
user_0_xuid = "0009EA0073180C26" # XUID for user 0
user_1_name = "XeniaUser28711" # Gamertag for user 1
user_1_xuid = "00094247E1B87C39" # XUID for user 1
user_2_name = "XeniaUser9" # Gamertag for user 2
user_2_xuid = "0009A0E1B2BD6BCF" # XUID for user 2
user_3_name = "XeniaUser968" # Gamertag for user 3
user_3_xuid = "000968A788193DD0" # XUID for user 3

[Video]
avpack = 8 # Video modes

[Win32]
win32_high_resolution_timer = true # Requests high-resolution
timer from the NT kernel
win32_mmcss = true # Opt in the Multimedia Class
Scheduler Service (MMCSS) scheduling for prioritized access to CPU resources

[XConfig]
user_country = 103 # User country ID.
# 1=AE 2=AL 3=AM
4=AR 5=AT 6=AU 7=AZ 8=BE 9=BG
# 10=BH 11=BN 12=BO
13=BR 14=BY 15=BZ 16=CA 18=CH 19=CL
# 20=CN 21=CO 22=CR
23=CZ 24=DE 25=DK 26=DO 27=DZ 28=EC
# 29=EE 30=EG 31=ES
32=FI 33=FO 34=FR 35=GB 36=GE 37=GR
# 38=GT 39=HK 40=HN
41=HR 42=HU 43=ID 44=IE 45=IL 46=IN
# 47=IQ 48=IR 49=IS
50=IT 51=JM 52=JO 53=JP 54=KE 55=KG
# 56=KR 57=KW 58=KZ
59=LB 60=LI 61=LT 62=LU 63=LV 64=LY
# 65=MA 66=MC 67=MK
68=MN 69=MO 70=MV 71=MX 72=MY 73=NI
# 74=NL 75=NO 76=NZ
77=OM 78=PA 79=PE 80=PH 81=PK 82=PL
# 83=PR 84=PT 85=PY
86=QA 87=RO 88=RU 89=SA 90=SE 91=SG
# 92=SI 93=SK 95=SV
96=SY 97=TH 98=TN 99=TR 100=TT 101=TW
# 102=UA 103=US 104=UY
105=UZ 106=VE 107=VN 108=YE 109=ZA

user_language = 1 # User language ID.


# 1=en 2=ja 3=de 4=fr
5=es 6=it 7=ko 8=zh
# 9=pt 11=pl 12=ru 13=sv
14=tr 15=nb 16=nl 17=zh

[x64]
align_all_basic_blocks = 0 # Aligns the start of all
basic blocks to N bytes. Only specify a power of 2, 16 is the recommended value.
Results in larger icache usage, but potentially faster loops
delay_via_maybeyield = false # implement the db16cyc
instruction via MaybeYield, may improve scheduling of guest threads
enable_host_guest_stack_synchronization = false # Records entries for
guest/host stack mappings at function starts and checks for reentry at return
sites. Has slight performance impact, but fixes crashes in games that use
setjmp/longjmp.
enable_incorrect_roundingmode_behavior = false # Disables the FPU/VMX MXCSR
sharing workaround, potentially causing incorrect rounding behavior and denormal
handling in VMX code. The workaround may cause reduced CPU performance but is a
more accurate emulation
enable_rmw_context_merging = false # Permit merging read-modify-
write HIR instr sequences together into x86 instructions that use a memory operand.
instrument_call_times = false # Compute time taken for
functions, for profiling guest code
max_stackpoints = 65536 # Max number of host->guest
stack mappings we can record.
record_mmio_access_exceptions = true # For guest addresses records
whether we caught any mmio accesses for them. This info can then be used on a
subsequent run to instruct the recompiler to emit checks
x64_extension_mask = -1 # Allow the detection and
utilization of specific instruction set features.
# 0 = x86_64 + AVX1
# 1 = AVX2
# 2 = FMA
# 4 = LZCNT
# 8 = BMI1
# 16 = BMI2
# 32 = F16C
# 64 = Movbe
# 128 = GFNI
# 256 = AVX512F
# 512 = AVX512VL
# 1024 = AVX512BW
# 2048 = AVX512DQ
# 4096 = AVX512VBMI
# -1 = Detect and utilize
all possible processor features

xop_arithmetic_right_shifts = false # sar via xop


xop_compares = true # compare via xop
xop_left_shifts = false # shl via xop
xop_right_shifts = false # shr via xop
xop_rotates = false # rotate via xop

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