AboutDialog About GLideN64 Riguardo a GlideN64 About The next generation open source graphics plugin for N64 emulators. Authors Autori Developer Beta tester GUI designer Contributors Author of the blur shader © Nutty Software Author of the original glN64 graphics plugin Author of gles2n64, a port of glN64 to GL ES 2.0 Author of the GlideHQ texture library Author of z64, an OpenGL LLE plugin Funders Finanziatori ... and more Refers to more funders Credits Crediti ConfigDialog Video Full screen resolution: Risoluzione a schermo intero: Windowed resolution: Risoluzione finestra: Refresh rate: Frequenza di aggiornamento: W: Abbreviation for "width". H: Abbreviation for "height". Stretch Adatta 16:9 Aspect ratio Anisotropic filtering: Filtro Anisotropico: Language: Lingua: Emulation Emulazione Emulate frame buffer Emula il frame buffer <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> Texture enhancement Miglioramenti texture Filter: Filtro: Enhancement: Miglioramento: Use texture pack Utilizza un pacchetto texture modificate <html><head/><body><p>You can use this option to crop black borders. Use <span style=" font-weight:600;">Auto per game</span> to crop automatically based on the game or <span style=" font-weight:600;">Custom</span> to set the number of pixels yourself. The number of pixels is based on the original N64 resolution.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Crop image:</span><br/></p><p>This option allows user to crop black boarders from resulted image. It has two modes:<br/><br/>* Auto - plugin sets crop automatically using game's frame scissor.</p><p>* Custom - crop using user defined vaules. User should set number of pixels to crop from original native-res image.</p><p><br/></p></body></html> Disable Auto per game Custom Anti-aliasing: VRAM usage limit: video/cacheSizeLabel "Video RAM usage limit" in MB. "MB" is referenced in the control. Vertical interrupt (recommended, fewest game issues) "Vertical interrupt" is frequently abbreviated as "VI". This control is a combobox labelled "Frame buffer swap on:" VI origin change (faster, few game issues) "VI" stands for "vertical interrupt". This control is a combobox labelled "Frame buffer swap on:" Color buffer change (fastest, some game issues) This control is a combobox labelled "Frame buffer swap on:" Never (fastest, many game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". Synchronous (slowest, fewest game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". Asynchronous (fast, few game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". Never (fastest, most game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". From VRAM (slow, some game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". In software (fast, fewest game issues) This is a combobox option with the label "Copy video card frame buffer to N64 memory". Texture pack path: Percorso cartella pacchetti texture: Compress texture cache Comprimi cache texture Bloom Bagliore Strong Forte Light Lieve Blur amount: Effetto sfocatura: Threshold level: Livello di soglia: Blur strength: Intensità sfocatura: GLideN64 Settings <html><head/><body><p>All the resolutions that your video card/monitor supports should be displayed.</p><p>[Recommended:<span style=" font-style:italic;"> Maximum resolution for your monitor unless performance becomes an issue</span>]</p></body></html> <html><head/><body><p>This option selects the resolution for windowed mode. You also may select <span style=" font-weight:600;">Custom</span> and enter your own window size.</p><p>[Recommended: <span style=" font-style:italic;">640 x 480, 800 x 600, 1024 x 768, 1280 x 960</span>]</p></body></html> <html><head/><body><p>Crop image:</p></body></html> <html><head/><body><p>This setting adjusts the aspect ratio of the video output. All N64 games support <span style=" font-weight:600;">4:3</span>. Some games support <span style=" font-weight:600;">16:9</span> within game settings. Use <span style=" font-weight:600;">Stretch</span> to fill the screen without pillar or letterboxing.</p><p><span style=" font-weight:600;">Try to adjust game to fit</span> tries to adjust the viewing space to fit without stretching. Many games work well adjusted, but some don't.</p></body></html> <html><head/><body><p>Aspect ratio:</p></body></html> 4:3 (recommended) Aspect ratio Try to adjust game to fit This option activates a widescreen hack. The language "Try to" implies it may it may not work and the language "adjust game" implies the emulation will be inaccurate. Off High The highest of a set of numbers ---------- The highest in a sequence of numbers. In this case, 16. <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering</span>: Textures will use standard PC-style bilinear filtering.</p><p><span style=" font-weight:600;">N64-style 3 point</span>: Textures will be filtered more like the N64. The result is less smooth but more accurate.</p></body></html> Bilinear filtering: Standard N64-style 3 point 3 point bilinear filtering as used by the Nintendo 64. MB Megabytes Screenshot format: JPEG BMP <html><head/><body><p>The selected language will display after this window is closed and reopened.</p></body></html> Some of the options on this tab have been disabled because frame buffer emulation has been turned off. <html><head/><body><p>GLideN64 contains settings for the optimal performance of some games. When this option is checked some options on this tab and the frame buffer tab may be overridden.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> Use GlideN64 per-game settings <html><head/><body><p>The N64 uses a unique method of mip-mapping that's difficult to reproduce correctly on PCs. When checked, this option emulates N64-accurate mip-mapping. When unchecked, some games have sharper distant textures.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> Enable N64-style mip-mapping <html><head/><body><p>This option emulates effects that use random color input. Checking this option may cause rare performance problems.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> Enable noise <html><head/><body><p>In N64 games lighting is calculated per vertex. This option enables Phong shading, which provides smoother and more realistic lighting.<br/><br/>[Recommended: <span style=" font-style:italic;">Your preference</span>]</p></body></html> Enable per-pixel lighting (better quality, HLE only) <html><head/><body><p>Use persistent storage for compiled shader programs.<br/>Each game uses a set of combiners. A combiner is an equation that defines how to build output color from various color inputs. GLideN64 translates shaders, and compiles shader programs on the fly. Shaders are large and complex. If the game uses several new combiners, compiling new shaders will take time and result in stuttering. When this option is checked, these shaders are saved so they're not recompiled the next time you run the game.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> Store compiled shaders for performance (recommended) <html><head/><body><p>This option sets the output render buffer size. By default, the render buffer is set to the <span style=" font-weight:600;">Same as output resolution</span>, but you can set it to the <span style=" font-weight:600;">Original N64 resolution</span> or a <span style=" font-weight:600;">Multiple of N64 resolution</span>.</p></body></html> <html><head/><body><p>Internal resolution:</p></body></html> Same as output resolution Original N64 resolution (most accurate) Multiple of N64 resolution: Low The fewest of a sequence of numbers. In this case, 2. <html><head/><body><p>When checked, 2D elements are rendered at the N64s resolution before copying them to output. This usually eliminates display issues with 2D elements, but it can be slow. This option uses heuristics to detect adjacent 2D elements that doesn't work for every game.</p><p>[Recommended: <span style=" font-style:italic;">Checked, unless you have performance problems</span>]</p></body></html> Render 2D elements in N64 resolution (best quality, can be slow) 2D elements, formerly labelled texrects, are usually used for title screens or HUDs <html><head/><body><p>In some games the coordinates for parts of 2D elements are not aligned: there is a half-pixel split between adjacent elements. When rendering at the N64's original resolution it isn't visible, but when the image is scaled up it results in black lines. This option attempts to connect these 2D elements.</p><p><span style=" font-weight:600;">For adjacent 2D elements</span>: Apply the correction only for polygons that need it. Select this option for games that have issues with black lines.</p><p><span style=" font-weight:600;">Always</span>: Apply the correction for every 2D element. Select this option when <span style=" font-weight:600;">For adjacent 2D elements</span> doesn't help.</p><p><span style=" font-weight:600;">Never</span>: Don't attempt to correct black lines between 2D elements.</p><p>[Recommended: <span style=" font-style:italic;">Game dependent, mostly Never</span>]</p></body></html> Fix black lines between 2D elements: 2D elements, formerly labelled texrects, are usually used for title screens or HUDs For adjacent 2D elements The label for this control is "Fix black lines between 2D elements" Always The label for this control is "Fix black lines between 2D elements" Never The label for this control is "Fix black lines between 2D elements" Frame buffer <html><head/><body><p>Unchecking this option disables many effects including anti-aliasing, cropping, aspect ratio, N64 resolution factor, N64-style depth compare and more. Don't uncheck this option unless you have performance issues.</p></body></html> <html><head/><body><p>When checked, the auxiliary color buffer is copied to N64 memory right after rendering to it is finished. This option helps to correctly emulate frame buffer effects in some games. This option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">Usually unchecked</span>]</p></body></html> Copy auxiliary color buffers to N64 memory (sometimes slow, fewer game issues) <html><head/><body><p>This option controls how often GLideN64 updates the main frame buffer.</p><p><span style=" font-weight:600;">Vertical interrupt</span>: Update the buffer as quickly as possible, every vertical interrupt per second (50 for PAL and 60 for NTSC games). This option is the most compatible. Use this mode unless you have performance problems.</p><p><span style=" font-weight:600;">VI origin change</span>: The VI origin changes corresponding to the game's actual FPS. N64 games typically run between 20 to 30 FPS so the buffers swap less often than the first mode. This mode does not work for games that use single buffering, which is rare.</p><p><span style=" font-weight:600;">Color buffer change</span>: This option checks to see if the frame buffer has been changed. There are some games where this doesn't work.</p></body></html> Frame buffer swap on: <html><head/><body><p>Some emulators do a poor job of detecting when to read/write frame buffers. You can disable emulator help to let GLideN64 read/write frame buffers itself.</p><p>[Recommended: <span style=" font-style:italic;">Usually unchecked, but for some games/emulators it may be faster checked</span>]</p></body></html> Use emulator help to read/write frame buffers <html><head/><body><p>When checked, the color buffer will be read in chunks. Otherwise, the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.</p><p>[Recommended: <span style=" font-style:italic;">Usually unchecked, because the color buffer is usually read entirely</span>]</p></body></html> Read color buffer in 4 KB chunks "Read" refers to "Use emulator help to read/write frame buffers" <html><head/><body><p>When checked, the depth buffer will be read in chunks. Otherwise the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.</p><p>[Recommended: <span style=" font-style:italic;">Checked, because the depth buffer is not often read entirely</span>]</p></body></html> Read depth buffer in 4 KB chunks "Read" refers to "Use emulator help to read/write frame buffers" <html><head/><body><p>In some games GLideN64 can't detect when the game uses the frame buffer. With these options, you can have GLideN64 copy each frame of your video card's frame buffer to N64 memory.</p><p><span style=" font-weight:600;">Never</span>: Disable copying buffers from video card.</p><p><span style=" font-weight:600;">Synchronous</span>: Effects are detected for all games, but it can be slow. Use for games where <span style=" font-weight:600;">Asynchronous</span> doesn't work.</p><p><span style=" font-weight:600;">Asynchronous</span>: Effects are detected for most games.</p><p>[Recommended: <span style=" font-style:italic;">Usually Asynchronous</span>]</p></body></html> Copy video card frame buffer to N64 memory: <html><head/><body><p>The depth buffer is used to emulate some effects (e.g. coronas):</p><p><span style=" font-weight:600;">Never</span>: Depth buffer is disabled.</p><p><span style=" font-weight:600;">From VRAM</span>: Your video card's depth buffer is copied to N64 memory each frame, which can be slow on some games.</p><p><span style=" font-weight:600;">In software</span>: Generally faster than copying from VRAM, but the result can be imperfect.</p><p>[Recommended:<span style=" font-style:italic;"> In software</span>]</p></body></html> Copy video card depth buffer to N64 memory: <html><head/><body><p>The N64 uses a unique method of calculating depth to the camera. When checked, GlideN64 uses shaders to try to emulate these calculations correctly. <span style=" font-weight:600;">Experimental!</span></p><p>[Recommended: <span style=" font-style:italic;">Sometimes checked, for a few games</span>]</p></body></html> Enable N64-style depth compare (experimental) <html><head/><body><p>When this option is checked, the frame buffer is rendered directly to the screen. This prevents some graphic problems but may cause slowdowns or visual quality problems.</p><p>[Recommended: <span style=" font-style:italic;">Usually unchecked</span>]</p></body></html> Render N64 frame buffer to output N64 textures <html><head/><body><p>This filter smooths or sharpens textures. There are four smoothing filters and two sharpening filters. The higher the number, the stronger the effect. Performance may be affected depending on the game and/or your PC.</p><p>[Recommended: <span style=" font-style:italic;">Your preference</span>]</p></body></html> <html><head/><body><p>There are 12 distinct filters to select. Depending on which filter, they may cause performance problems.</p><p>When <span style=" font-weight:600;">Store</span> is selected, textures are saved to the cache as-is. This improves performance in games that load many textures. Uncheck <span style=" font-weight:600;">Disable for backgrounds</span> for the best performance.</p><p>[Recommended: <span style=" font-style:italic;">Your preference</span>]</p></body></html> <html><head/><body><p>This option enables a pre-processing step that reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> Checked for xBRZ</span>]</p></body></html> Decrease color banding (recommended for xBRZ enhancement) <html><head/><body><p>This option skips texture enhancements for long, narrow textures that are usually used for backgrounds. This may save texture memory and improve performance.</p><p>[Recommended: <span style=" font-style:italic;">Checked, unless Enhancement is set to Store</span>]</p></body></html> Disable for backgrounds <html><head/><body><p>Enhanced and filtered textures can be cached to improve performance. This option adjusts how much memory is dedicated to the texture cache. This can improve performance if there are many requests for the same texture, which is usually the case. Normally 128 MB should be more than enough, but the best option is different for each game. Super Mario 64 may not need more than 32 MB, but Conker's Bad Fur Day can take advantage of 256 MB+. Adjust accordingly if you are having performance problems. Setting this option to 0 disables the cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependent</span>]</p></body></html> Enhanced texture cache size: Texture pack <html><head/><body><p>Select path to the folder with texture packs.<br/>Default: Plugin/hires_texture</p></body></html> Browse... <html><head/><body><p>When this option is cleared, textures will be loaded as they are when using Rice Video: transparencies either on or off. When this option is selected, GlideN64 will check how the texture's alpha channel was designed and will select the most appropriate format. This gives texture pack designers freedom to use semi-transparent textures.</p><p>Clear this option for older or poorly designed texture packs.</p><p>[Recommended:<span style=" font-style:italic;"> Texture pack dependent</span>]</p></body></html> Use full transparencies (recommended for newer texture packs) <html><head/><body><p>This option emulates a palette CRC calculation bug in Rice Video. If you have problems loading textures, try checking or unchecking this option.</p><p>[Recommended: <span style=" font-style:italic;">Mostly unchecked, checked for old texture packs</span>]</p></body></html> Alternative CRC calculation (for old Rice Video packs) <html><head/><body><p>This option dumps textures on screen to a texture pack folder. You can also reload textures while the game is running to see how they look instantly—big time saver!</p><p>Hotkeys:<br/>Use <span style=" font-weight:600;">R</span> to reload textures from the texture pack<br/>Use <span style=" font-weight:600;">D</span> to toggle texture dumping on or off</p></body></html> Dump/edit textures <html><head/><body><p>This option saves all previously loaded and enhanced textures to your PC. When the game is next launched, textures don't have to be recreated, causing smoother performance.</p><p>When using texture packs, loading packs will take only a few seconds when the game is launched as opposed to the 5–60 seconds that loading usually takes. However, if you change the texture pack you'll have to manually delete the texture cache. Saved cache files are saved to a folder called Cache within the plugins folder.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> Save enhanced texture cache to hard disk <html><head/><body><p>Textures will be compressed so more textures can be held in the cache. The compression ratio varies per texture, but the compression is typically 1/5 of the original size.</p><p>[Recommended: <span style=" font-style:italic;">Checked</span>]</p></body></html> <html><head/><body><p>This option halves the space used by textures in the texture cache and video card memory to improve performance. When reducing the color, GLideN64 tries to perserve the original quality as much as possible. On most textures it's hardly noticeable, but some textures, like skies, can look noticeably worse.</p><p>[Recommended: <span style=" font-style:italic;">Unchecked</span>]</p></body></html> Convert textures to 16 bpp Filters Blending: Medium <html><head/><body><p>Some N64 games use gamma correction to brighten the image. When the frame buffer is enabled, gamma correction is applied automatically for all games that use it on the N64. You can use your own gamma correction instead with this option. The default level, used on the N64, is 2.</p><p>[Recommended: <span style=" font-style:italic;">Unchecked; 2.00</span>]</p></body></html> Custom gamma correction <html><head/><body><p>Selecting this option overrides gamma correction specified by the game.</p></body></html> Correction level: All of the options on this tab have been disabled because frame buffer emulation has been turned off. OSD On-screen display Position Top left Top Top right Left Right Bottom left Bottom Bottom right Text <html><head/><body><p>This font is used for all on-screen messages. Not all fonts can be used. If messages aren't displayed, try a different font.</p></body></html> Select... Color: Font: Pick... Preview Display frames per second Display vertical interrupts per second Display percentage