yuzu: settings: Enable multicore, asynch GPU, and assembly shaders by default.
- In general, this is now the preferred settings for most games. # Conflicts: # src/yuzu/configuration/config.cpp
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@ -515,7 +515,7 @@ void Config::ReadMotionTouchValues() {
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void Config::ReadCoreValues() {
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qt_config->beginGroup(QStringLiteral("Core"));
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ReadSettingGlobal(Settings::values.use_multi_core, QStringLiteral("use_multi_core"), false);
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ReadSettingGlobal(Settings::values.use_multi_core, QStringLiteral("use_multi_core"), true);
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qt_config->endGroup();
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}
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@ -716,12 +716,12 @@ void Config::ReadRendererValues() {
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QStringLiteral("use_disk_shader_cache"), true);
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ReadSettingGlobal(Settings::values.gpu_accuracy, QStringLiteral("gpu_accuracy"), 0);
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ReadSettingGlobal(Settings::values.use_asynchronous_gpu_emulation,
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QStringLiteral("use_asynchronous_gpu_emulation"), false);
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QStringLiteral("use_asynchronous_gpu_emulation"), true);
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ReadSettingGlobal(Settings::values.use_nvdec_emulation, QStringLiteral("use_nvdec_emulation"),
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true);
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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false);
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true);
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ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
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QStringLiteral("use_asynchronous_shaders"), false);
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ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"),
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@ -1110,7 +1110,7 @@ void Config::SaveControlValues() {
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void Config::SaveCoreValues() {
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qt_config->beginGroup(QStringLiteral("Core"));
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WriteSettingGlobal(QStringLiteral("use_multi_core"), Settings::values.use_multi_core, false);
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WriteSettingGlobal(QStringLiteral("use_multi_core"), Settings::values.use_multi_core, true);
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qt_config->endGroup();
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}
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@ -1266,12 +1266,12 @@ void Config::SaveRendererValues() {
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static_cast<int>(Settings::values.gpu_accuracy.GetValue(global)),
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Settings::values.gpu_accuracy.UsingGlobal(), 0);
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WriteSettingGlobal(QStringLiteral("use_asynchronous_gpu_emulation"),
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Settings::values.use_asynchronous_gpu_emulation, false);
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Settings::values.use_asynchronous_gpu_emulation, true);
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WriteSettingGlobal(QStringLiteral("use_nvdec_emulation"), Settings::values.use_nvdec_emulation,
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true);
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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Settings::values.use_assembly_shaders, false);
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Settings::values.use_assembly_shaders, true);
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WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
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Settings::values.use_asynchronous_shaders, false);
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WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time,
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@ -371,7 +371,7 @@ void Config::ReadValues() {
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// Core
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Settings::values.use_multi_core.SetValue(
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sdl2_config->GetBoolean("Core", "use_multi_core", false));
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sdl2_config->GetBoolean("Core", "use_multi_core", true));
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// Renderer
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const int renderer_backend = sdl2_config->GetInteger(
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@ -395,11 +395,11 @@ void Config::ReadValues() {
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const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0);
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Settings::values.gpu_accuracy.SetValue(static_cast<Settings::GPUAccuracy>(gpu_accuracy_level));
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Settings::values.use_asynchronous_gpu_emulation.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false));
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true));
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Settings::values.use_vsync.SetValue(
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
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Settings::values.use_assembly_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false));
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
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Settings::values.use_asynchronous_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
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Settings::values.use_asynchronous_shaders.SetValue(
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@ -94,7 +94,7 @@ udp_pad_index=
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[Core]
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# Whether to use multi-core for CPU emulation
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# 0 (default): Disabled, 1: Enabled
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# 0: Disabled, 1 (default): Enabled
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use_multi_core=
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[Cpu]
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@ -163,7 +163,7 @@ max_anisotropy =
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use_vsync =
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# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
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# 0 (default): Off, 1: On
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# 0: Off, 1 (default): On
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use_assembly_shaders =
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# Whether to allow asynchronous shader building.
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