diff --git a/src/android/app/src/main/jni/default_ini.h b/src/android/app/src/main/jni/default_ini.h index 69fe573f4..56ab75e1a 100644 --- a/src/android/app/src/main/jni/default_ini.h +++ b/src/android/app/src/main/jni/default_ini.h @@ -91,6 +91,12 @@ udp_pad_index= # 0: Interpreter (slow), 1 (default): JIT (fast) use_cpu_jit = +# Change the Clock Frequency of the emulated 3DS CPU. +# Underclocking can increase the performance of the game at the risk of freezing. +# Overclocking may fix lag that happens on console, but also comes with the risk of freezing. +# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100 +cpu_clock_percentage = + [Renderer] # Whether to render using GLES or OpenGL # 0: OpenGL, 1 (default): GLES @@ -104,6 +110,10 @@ use_hw_renderer = # 0: Software, 1 (default): Hardware use_hw_shader = +# Whether to use separable shaders to emulate 3DS shaders (macOS only) +# 0: Off (Default), 1 : On +separable_shader = + # Whether to use accurate multiplication in hardware shaders # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct) shaders_accurate_mul = @@ -116,6 +126,15 @@ use_asynchronous_gpu_emulation = # 0: Interpreter (slow), 1 (default): JIT (fast) use_shader_jit = +# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can +# so only turn this off if you notice a speed difference. +# 0: Off, 1 (default): On +use_vsync_new = + +# Reduce stuttering by storing and loading generated shaders to disk +# 0: Off, 1 (default. On) +use_disk_shader_cache = + # Resolution scale factor # 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale # factor for the 3DS resolution