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I've gone through all relevant settings for Rogue Squadron II and III and overhauled their game INI files. Each setting is explained with a comment. Some settings I chose not to include: * EFB to RAM only seems to affect certain fadeouts in Rogue Squadron II. Without it, the affected fadeouts are replaced by a pure black screen. I don't think this is important enough to warrant the performance hit. * As I was unable to find anything Rogue Squadron III needs EFB to RAM for, I also didn't find anything it needs DeferEFBCopies disabled for. * I didn't find anything EFBEmulateFormatChanges was needed for in either game. * Enabling EFB access makes the ship engine glow visible in Rogue Squadron III, but this effect is minor enough that you probably won't notice it's missing unless you know it's supposed to be there. Since this is Dolphin's heaviest game, let's give users the choice. * I was considering forcing XFB to RAM for Rogue Squadron III to make fadeouts render properly instead of going from magenta to black, since enabling XFB to RAM doesn't really hurt performance when you're already enabling EFB to RAM. But then I was unable to find a reason why we should enable EFB to RAM for this game. Tested in RS2 and RS3. The RS3 demo disc settings are copied from the RS3 settings and haven't been tested by me.
18 lines
493 B
INI
18 lines
493 B
INI
# DLSE64, DLSP64 - Star Wars: Rogue Squadron III: Rebel Strike: Limited Edition Bonus Disc (Demo)
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[Core]
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# Strictly required.
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MMU = True
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# Dual core is very unstable in this game and usually causes a freeze before the main menu.
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CPUThread = False
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[Video_Settings]
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# Improves performance, especially in levels with terrain.
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CPUCull = True
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# Dolphin misdetects this game as 16:9.
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SuggestedAspectRatio = 2
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[Video_Hacks]
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# Avoids majorly corrupted graphics in menus.
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ImmediateXFBEnable = False
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