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Tutorial:Game Profiles: Difference between revisions

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If set to true, the Separate Gamepad View for the Gamepad will be launched automatically when booting a game.
If set to true, the Separate Gamepad View for the Gamepad will be launched automatically when booting a game.


==== Graphics ====
==== CPU ====


<code>accurateShaderMul = true</code>  
<code>cpuMode = Single-core interpreter | Single-core recompiler | Multi-core recompiler | Auto (recommended)</code>
Determines if Cemu will correctly emulate the non-IEEE behavior of the shader MUL instruction. Can fix graphic issues but also decreases shader performance and increases shader compile time. Default value is <code>true</code>. Since Cemu 1.7.5 the option also supports a third mode <code>min</code>. In this mode, Cemu will emulate non-IEEE MUL instructions in a GPU-friendly way which generates less complex shaders. However, this mode might not be 100% accurate.
Changes the state of the CPU. Interpreter is meant for debugging only. "Auto" is recommended.


<code>UseSeparableShaders = true</code>  
<code>threadQuantum = 45000</code>
If set to <code>false</code> Cemu will use the Conventional Shader system from pre-1.8.0.  
Increases the delay before emulated threads switch. 100,000 can give a general 1~2FPS boost, but this is not recommended due to possible audio corruption.


<code>disableGPUFence = false</code>
==== Graphics ====
If set to <code>true</code>, GPU fence operations will be skipped. Default value is <code>false</code>. Enabling this option can lead to instability and crashes.


<code>GPUBufferCacheAccuracy = 0</code>  
<code>graphics_api = Blank | 0 | 1 (0 = OpenGL | 1 = Vulkan)</code>
Controls the accuracy of vertex and uniform data caching. A higher accuracy means more expensive checks which can slow down rendering. Possible values: 0 = high, 1 = medium, 2 = low
Allows the Graphics API to be set individually on a per-game basis when compatibility is a concern.


<code>streamoutBufferCacheSize = 24</code>  
<code>accurateShaderMul = true</code>  
The buffer cache size of the streamout buffer in MB.
Determines if Cemu will correctly emulate the non-IEEE behavior of the shader MUL instruction. Can fix graphic issues but also decreases shader performance and increases shader compile time. Default value is <code>true</code>. Since Cemu 1.7.5 the option also supports a third mode <code>min</code>. In this mode, Cemu will emulate non-IEEE MUL instructions in a GPU-friendly way which generates less complex shaders. However, this mode might not be 100% accurate.
 
<code>extendedTextureReadback = false</code>
If set to <code>true</code>, Cemu will try to mirror data written by GPU operations to CPU RAM (but only if access by CPU is assumed to be likely) Default value is <code>false</code>.
 
==== CPU ====
 
<code>cpuTimer = cycleCounter</code>  
Timer source for OS and CPU time. Supported values are <code>hostBased</code> (timers are based on actual OS time) and <code>cycleCounter</code> (timers are based on speed of emulated CPU).  


<code>emulateSinglePrecision = true</code>
==== Controller ====
If set to <code>false</code>, the recompiler won't correctly round the result of single-precision instructions in certain situations. This can introduce gameplay bugs, but might also improve performance.


<code>cpuMode = Singlecore-Recompiler</code>  
<code>controller1 ~ controller8 = [controller_profile_name]</code>
CPU mode. Possible values: <code>Singlecore-Interpreter</code>, <code>Singlecore-Recompiler</code>, <code>Dualcore-Recompiler</code>, <code>Triplecore-Recompiler</code>  
Allows you to set specific profiles for specific controllers on a per-game basis. These will override what is set in Options > Input Settings


== Finding Game Profiles ==
== Game Profile Location ==
Game profiles are stored in the <code>gameProfiles</code> folder of your Cemu installation. When a game is loaded, its matching game profile will be used. To see what profile is being used, load a game and find the TitleId in the title bar of the window or look in the log.txt file after loading. Search for the TitleId inside the <code>gameProfiles</code> folder without the dash to find the file Cemu is using.
Game profiles are stored in the <code>gameProfiles</code> folder of your Cemu installation. When a game is loaded, its matching game profile will be used. To see what profile is being used, load a game and find the TitleId in the title bar of the window or look in the log.txt file after loading. Search for the TitleId inside the <code>gameProfiles</code> folder without the dash to find the file Cemu is using.



Revision as of 23:23, 26 April 2021

Game Profiles are specific configurations for individual games that allow the user to set the options used when emulating a specific game. This allows the user to load a game without needing to reconfigure Cemu every time.

Available Options

Note: If no value is set in the Game profile, Cemu will use the setting chosen when selecting options inside Cemu.

General

loadSharedLibraries = true If set to true, system rpl files will be loaded from /cafeLibs/ if present. Default value is true

startWithPadView = true If set to true, the Separate Gamepad View for the Gamepad will be launched automatically when booting a game.

CPU

cpuMode = Single-core interpreter | Single-core recompiler | Multi-core recompiler | Auto (recommended) Changes the state of the CPU. Interpreter is meant for debugging only. "Auto" is recommended.

threadQuantum = 45000 Increases the delay before emulated threads switch. 100,000 can give a general 1~2FPS boost, but this is not recommended due to possible audio corruption.

Graphics

graphics_api = Blank | 0 | 1 (0 = OpenGL | 1 = Vulkan) Allows the Graphics API to be set individually on a per-game basis when compatibility is a concern.

accurateShaderMul = true Determines if Cemu will correctly emulate the non-IEEE behavior of the shader MUL instruction. Can fix graphic issues but also decreases shader performance and increases shader compile time. Default value is true. Since Cemu 1.7.5 the option also supports a third mode min. In this mode, Cemu will emulate non-IEEE MUL instructions in a GPU-friendly way which generates less complex shaders. However, this mode might not be 100% accurate.

Controller

controller1 ~ controller8 = [controller_profile_name] Allows you to set specific profiles for specific controllers on a per-game basis. These will override what is set in Options > Input Settings

Game Profile Location

Game profiles are stored in the gameProfiles folder of your Cemu installation. When a game is loaded, its matching game profile will be used. To see what profile is being used, load a game and find the TitleId in the title bar of the window or look in the log.txt file after loading. Search for the TitleId inside the gameProfiles folder without the dash to find the file Cemu is using.

The TitleId is shown in the title bar of the window
A sample game profile for the game Splatoon