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Arbitrary Mipmap Detection doesn't work when GPU Texture Decoding is enabled, so disable GPU Texture Decoding for games where the .ini enables Arbitrary Mipmap Detection. Co-authored-by: jeremyie <73066289+McAchi@users.noreply.github.com>
37 lines
883 B
INI
37 lines
883 B
INI
# RZDE01, RZDJ01, RZDK01, RZDP01 - The Legend of Zelda: Twilight Princess [Wii]
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[Core]
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# Values set here will override the main Dolphin settings.
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[OnLoad]
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# Add memory patches to be loaded once on boot here.
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[OnFrame]
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# Add memory patches to be applied every frame here.
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[ActionReplay]
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# Add action replay cheats here.
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[Video_Hacks]
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EFBAccessEnable = True
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ImmediateXFBEnable = False
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# The game logic itself is ignoring VI interrupts
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# and keeps updating shadow video registers.
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# Because of this, it is incompatible with VISkip.
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VISkip = False
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[Video_Settings]
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# Because the minimap in Hyrule Field and Faron Woods
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# has a ton of unused triangles, CPU Cull can greatly
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# speed up demanding areas of the game.
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CPUCull = True
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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