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move any critical default values out of default_ini, into settings.h
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2 changed files with 9 additions and 9 deletions
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@ -116,8 +116,8 @@ spirv_shader_gen =
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use_hw_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =1
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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# shaders_accurate_mul =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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@ -133,9 +133,9 @@ use_vsync_new =
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use_disk_shader_cache =
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# 0: Auto (Default. Scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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resolution_factor =0
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# resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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@ -156,12 +156,12 @@ bg_blue =
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bg_green =
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# Whether and how Stereoscopic 3D should be rendered
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
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render_3d =1
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# 0: Off, 1 (default): Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
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# render_3d =
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# Change 3D Intensity
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# 0 - 100: Intensity. 0 (default)
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factor_3d =50
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# 0 - 100: Intensity. 50 (default)
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# factor_3d =
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# The name of the post processing shader to apply.
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# Loaded from shaders if render_3d is off or side by side.
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@ -474,7 +474,7 @@ struct Values {
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SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
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SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
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Setting<bool> use_shader_jit{true, "use_shader_jit"};
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SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
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SwitchableSetting<u32, true> resolution_factor{0, 0, 10, "resolution_factor"};
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SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
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SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
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SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
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