ConfigureGraphics
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Form
Graphics
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API Settings
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Graphics API
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Software
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OpenGL
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Vulkan
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Physical Device
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OpenGL Renderer
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SPIR-V shader generation
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Disable GLSL -> SPIR-V optimizer
<html><head/><body><p>Disables the SPIR-V optimization pass, reducing stuttering considerably while barely affecting performance.</p></body></html>
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Renderer
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<html><head/><body><p>Use the selected graphics API to accelerate shader emulation.</p><p>Requires a relatively powerful GPU for better performance.</p></body></html>
Enable hardware shader
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<html><head/><body><p>Correctly handle all edge cases in multiplication operation in shaders. </p><p>Some applications requires this to be enabled for the hardware shader to render properly.</p><p>However this would reduce performance in most applications.</p></body></html>
Accurate multiplication
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<html><head/><body><p>Use the JIT engine instead of the interpreter for software shader emulation. </p><p>Enable this for better performance.</p></body></html>
Enable shader JIT
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<html><head/><body><p>Compile shaders using background threads to avoid shader compilation stutter. Expect temporary graphical glitches</p></body></html>
Enable async shader compilation
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<html><head/><body><p>Perform presentation on separate threads. Improves performance when using Vulkan in most applications.</p></body></html>
Enable async presentation
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Advanced
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<html><head/><body><p>Overrides the sampling filter used by applications. This can be useful in certain cases with poorly behaved applications when upscaling. If unsure, set this to Application Controlled</p></body></html>
Texture Sampling
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Application Controlled
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Nearest Neighbor
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Linear
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<html><head/><body><p>Reduce stuttering by storing and loading generated shaders to disk.</p></body></html>
Use disk shader cache
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VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.
Enable VSync
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Use global
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Use per-application
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Delay Application Render Thread
<html><head/><body><p>Delays the emulated application render thread the specified amount of milliseconds every time it submits render commands to the GPU.</p><p>Adjust this feature in the (very few) dynamic framerate applications to fix performance issues.</p></body></html>
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Qt::Horizontal
QSlider::TicksBelow
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Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
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Qt::Vertical
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toggle_accurate_mul
toggle_shader_jit
toggle_disk_shader_cache
toggle_vsync_new