Xenia Config
Xenia Config
[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_global_lock = false # Disables global lock usage
in guest code. Does not affect host code.
disassemble_functions = false # Disassemble functions
during generation.
emit_source_annotations = false # Add extra movs and nops to
make disassembly easier to read.
ignore_undefined_externs = true # Don't exit when an
undefined extern is called.
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.
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.
[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 = 0 # 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 = true # 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_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_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 = false # 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.
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).
[GPU]
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.
[General]
debug = false # Allow debugging and retain
debug information.
discord = true # Enable Discord rich
presence
enable_console = false # Open a console window with
the main window
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.
time_scalar = 1.0 # Scalar used to speed or
slow time (1x, 2x, 1/2x, etc).
[HID]
guide_button = false # Forward guide button
presses to guest.
hid = "any" # Input system. Use: [any,
nop, sdl, winkey, xinput]
[HID.WinKey]
keybind_a = "0xBA" # List of keys to bind to A,
separated by spaces
keybind_b = "0xDE" # List of keys to bind to B,
separated by spaces
keybind_back = "Z" # List of keys to bind to
BACK, separated by spaces
keybind_dpad_down = "^S" # List of keys to bind to
DPAD_DOWN, separated by spaces
keybind_dpad_left = "^A" # List of keys to bind to
DPAD_LEFT, separated by spaces
keybind_dpad_right = "^D" # List of keys to bind to
DPAD_RIGHT, separated by spaces
keybind_dpad_up = "^W" # List of keys to bind to
DPAD_UP, separated by spaces
keybind_left_shoulder = "1" # List of keys to bind to
LEFT_SHOULDER, separated by spaces
keybind_left_thumb = "F" # List of keys to bind to
LEFT_THUMB_PRESSED, separated by spaces
keybind_left_thumb_down = "_S" # List of keys to bind to
LEFT_THUMB_DOWN, separated by spaces
keybind_left_thumb_left = "_A" # List of keys to bind to
LEFT_THUMB_LEFT, separated by spaces
keybind_left_thumb_right = "_D" # List of keys to bind to
LEFT_THUMB_RIGHT, separated by spaces
keybind_left_thumb_up = "_W" # List of keys to bind to
LEFT_THUMB_UP, separated by spaces
keybind_left_trigger = "Q I" # List of keys to bind to
LEFT_TRIGGER, separated by spaces
keybind_right_shoulder = "3" # List of keys to bind to
RIGHT_SHOULDER, separated by spaces
keybind_right_thumb = "K" # List of keys to bind to
RIGHT_THUMB_PRESSED, separated by spaces
keybind_right_thumb_down = "0x28" # List of keys to bind to
RIGHT_THUMB_DOWN, separated by spaces
keybind_right_thumb_left = "0x25" # List of keys to bind to
RIGHT_THUMB_LEFT, separated by spaces
keybind_right_thumb_right = "0x27" # List of keys to bind to
RIGHT_THUMB_RIGHT, separated by spaces
keybind_right_thumb_up = "0x26" # List of keys to bind to
RIGHT_THUMB_UP, separated by spaces
keybind_right_trigger = "E O" # List of keys to bind to
RIGHT_TRIGGER, separated by spaces
keybind_start = "X" # List of keys to bind to
START, separated by spaces
keybind_x = "L" # List of keys to bind to X,
separated by spaces
keybind_y = "P" # List of keys to bind to Y,
separated by spaces
[Kernel]
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.
xex_apply_patches = true # Apply XEX patches.
[Logging]
flush_log = true # Flush log file after each
log line batch.
log_file = "" # Logs are written to the
given file
log_level = 2 # Maximum level to be logged.
(0=error, 1=warning, 2=info, 3=debug)
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]
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
[SDL]
mappings_file = "gamecontrollerdb.txt" # Filename of a database with
custom game controller mappings.
[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 = false # 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]
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_profiler = false # Show profiling UI by
default.
[Vulkan]
vulkan_allow_present_mode_fifo_relaxed = true # When available, allow the
relaxed first-in-first-out presentation mode (3rd priority), which causes waiting
for host display vertical sync, but may present with tearing if frames don't meet
the host display refresh rate.
vulkan_allow_present_mode_immediate = true # When available, allow the
immediate presentation mode (1st priority), offering the lowest latency with the
possibility of tearing in certain cases, and, depending on the configuration,
variable refresh rate.
vulkan_allow_present_mode_mailbox = true # When available, allow the
mailbox presentation mode (2nd priority), offering low latency without the
possibility of tearing.
vulkan_debug_utils_messenger = false # Enable writing Vulkan debug
messages via VK_EXT_debug_utils to the Xenia log.
vulkan_debug_utils_messenger_severity = 2 # Maximum severity of
messages to log via the Vulkan debug messenger: 0 - error, 1 - warning, 2 - info, 3
- verbose.
vulkan_debug_utils_names = false # Enable naming Vulkan
objects via VK_EXT_debug_utils.
vulkan_device = -1 # Index of the physical
device to use, or -1 for any compatible device.
vulkan_sparse_shared_memory = true # Enable sparse binding for
shared memory emulation. Disabling it increases video memory usage - a 512 MB
buffer is created - but allows graphics debuggers that don't support sparse binding
to work.
vulkan_validation = false # Enable Vulkan validation
(VK_LAYER_KHRONOS_validation). Messages will be written to the OS debug log without
vulkan_debug_messenger or to the Xenia log with it.
[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
[x64]
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