bsnes/bsnes.cfg
byuu a471c150c9 Update to bsnes v008 release.
moving the window + main color window clipping into the bg/oam/mode7 rendering routines themselves, I was able to greatly simplify the most complicated part of rendering: the final pass where color add/sub effects are applied. As a result, the new PPU core is not only ~35% faster (on graphics intensive screens, even faster on simpler screens), but more accurate as well. Awesome.
In celebration, I´m releasing bsnes v0.008. I can actually run all games I have at >60fps on my Athlon 1.67ghz PC. Probably not something to brag about, though ...
Oh, and I also updated the keyboard polling code to only capture keypresses if the main window has focus. I´ve been meaning to do this for the better part of a year now, but never got around to it.
If, for some reason, you still want to use the old renderer, you can uncomment the first line in src/ppu/bppu/bppu.h and recompile the emulator yourself. Or you can use v0.007a, I´ll leave it up for a bit.
2005-06-21 09:13:40 +00:00

27 lines
715 B
INI

#[bsnes v0.007a configuration file]
#[video mode]
# 0: 256x224w
# 1: 512x448w
# 2: 960x720w
video.mode = 1
#[video memory type]
# true: video ram (VRAM)
# false: system ram (SRAM)
#
# VRAM results in the image being stretched in hardware,
# which is generally much faster, and automatically adds
# bilinear filtering (if the card supports it).
#
# However, some video cards end up taking a major speed
# loss when this option is enabled. It is also the only
# way to guarantee that the output image will not be
# filtered.
video.use_vram = true
#video.use_vram = false
#[show fps]
# true: show fps in titlebar
# false: do not show fps in titlebar
#gui.show_fps = false