"Choose video renderer. The software renderer is the most accurate but has steep performance requirements when running at increased internal GPU resolutions. The hardware renderers, while less accurate, improve performance over the software renderer at increased internal resolutions and enable various graphical enhancements. 'Hardware' automatically selects the Vulkan or OpenGL renderer depending upon the current libretro frontend video driver. If the provided video driver is not Vulkan or OpenGL 3.3-compatible then the core will fall back to the software renderer.",
"Enable accurate emulation of framebuffer effects (e.g. motion blur, FF7 battle swirl) when using hardware renderers by running a copy of the software renderer at native resolution in the background. If disabled, these operations are omitted (OpenGL) or rendered on the GPU (Vulkan). Disabling can improve performance but may cause severe graphical errors. Leave enabled if unsure.",
"Set internal resolution multiplier. Resolutions higher than '1x (Native)' improve fidelity of 3D models at the expense of increased performance requirements. 2D elements are generally unaffected by this setting.",
"Set internal color depth. Higher color depth can reduce color banding effects without the use of dithering. 16 bpp emulates original hardware but may have visible banding if dithering is not enabled. 'Dithering Pattern' is recommended to be disabled when this option is set to 32 bpp.",
// Sort of, it's more like 15-bit high color and 24-bit true color for visible output. The alpha channel is used for mask bit. Vulkan renderer uses ABGR1555_555 for 31 bits internal? FMVs are always 24-bit on all renderers like original hardware (BGR888, no alpha)
"Set dithering pattern configuration. '1x (Native)' emulates native low resolution dithering used by original hardware to smooth out color banding artefacts visible at native color depth. 'Internal Resolution' scales dithering granularity to the configured internal resolution for cleaner results. Recommended to be disabled when running at 32 bpp color depth. Note: On Vulkan, enabling this will force downsampling to native color depth while disabling will automatically enable output at higher color depth.",
"Select texture filtering method. 'Nearest' emulates original hardware. 'Bilinear' and '3-Point' are smoothing filters, which reduce pixelation via blurring. 'SABR', 'xBR', and 'JINC2' are upscaling filters that may improve texture fidelity/sharpness at the expense of increased performance requirements. Only supported by the hardware renderers.",
"Supersampling (Downsample to Native Resolution)",
"When enabled, downsamples rendered content from upscaled internal resolution down to native resolution. Combining this with higher internal resolution multipliers allows for games to be displayed with anti-aliased 3D objects at native low resolution. Produces best results when applied to titles that mix 2D and 3D elements (e.g. 3D characters on pre-rendered backgrounds), and works well in conjunction with CRT shaders. Only supported by the Vulkan renderer. Note: 'Dithering Pattern' is recommended to be disabled when enabling this option.",
"When enabled, renders 3D models in outline form without textures or shading. Only supported by the OpenGL hardware renderer. Note: This is for debugging purposes, and should normally be disabled.",
"When enabled, visualises the entire emulated console's VRAM. Only supported by the OpenGL hardware renderer. Note: This is for debugging purposes, and should normally be disabled.",
"Allows 3D objects to be rendered with subpixel precision, minimizing distortion and jitter of 3D objects seen on original hardware due to the usage of fixed point vertex coordinates. 'Memory Only' mode has minimal compatibility issues and is recommended for general use. 'Memory + CPU (Buggy)' mode can reduce jitter even further but has high performance requirements and may cause various geometry errors.",
"Allows PGXP-enhanced vertex positions to be cached for re-use across polygon draws. Can potentially improve object alignment and reduce visible seams when rendering textures, but false positives when querying the cache may produce graphical glitches. It is currently recommended to leave this option disabled. This option is applied only when PGXP Operation Mode is enabled. Only supported by the hardware renderers.",
"When enabled, replaces native PSX affine texture mapping with perspective correct texture mapping. Eliminates position-dependent distortion and warping of textures, resulting in properly aligned textures. This option is applied only when PGXP Operation Mode is enabled. Only supported by the hardware renderers.",
"Display the internal frame rate at which the emulated PlayStation system is rendering content. Note: Requires onscreen notifications to be enabled in the libretro frontend.",
"Choose line-to-quad hack method. Some games (e.g. Doom, Hexen, Soul Blade, etc) draw horizontal lines by stretching single-pixel-high triangles across the screen, which are rasterized as a row of pixels on original hardware. This hack detects these small triangles and converts them to quads as required, allowing them to be displayed properly on the hardware renderers and at upscaled internal resolutions. 'Aggressive' is required for some titles (e.g. Dark Forces, Duke Nukem) but may otherwise introduce graphical glitches. Leave at 'Default' if unsure.",
"When enabled and supported by the libretro frontend, provides a small performance increase by directing the frontend to repeat the previous frame if the core has nothing new to display.",
"Dynamically recompile CPU instructions to native instructions. Much faster than interpreter, but CPU timing is less accurate, and may have bugs.",
{
{"disabled","Disabled (Beetle Interpreter)"},
{"execute","Max Performance"},
{"execute_one","Cycle Timing Check"},
{"run_interpreter","Lightrec Interpreter"},
{NULL,NULL},
},
"disabled"
},
{
BEETLE_OPT(dynarec_invalidate),
"Dynarec Code Invalidation",
"Some games require Full invalidation, some require DMA Only.",
{
{"full","Full"},
{"dma","DMA Only (Slightly Faster)"},
{NULL,NULL},
},
"full"
},
{
BEETLE_OPT(dynarec_eventcycles),
"Dynarec DMA/GPU Event Cycles",
"How many cycles can pass in the CPU before a GPU or DMA Update is checked, higher number will be faster, but also more likely to cause bugs or crashes, has much less impact on beetle interpreter than dynarec",
"Enable overclocking (or underclocking) of the emulated PSX CPU. Overclocking can eliminate slowdown and improve frame rates in certain games at the expense of increased performance requirements. Note that some games have an internal frame rate limiter and may not benefit from overclocking. May cause certain effects to animate faster than intended in some titles when overclocked.",
"When enabled, lowers all emulated GTE (CPU coprocessor for 3D graphics) operations to a constant one-cycle latency. For games that make heavy use of the GTE, this can greatly improve frame rate and frame time stability.",
"Skips the PlayStation BIOS boot animation normally displayed when loading content. Note: Enabling this causes compatibility issues with a number of games (PAL copy protected games, Saga Frontier, etc).",
"When enabled, renders 3D content anamorphically and outputs the emulated framebuffer at a widescreen aspect ratio. Produces best results with fully 3D games. 2D elements will be horizontally stretched and may be misaligned.",
"By default, the renderers add horizontal padding (pillarboxes on either side of the image) to emulate the same black bars generated in analog video output by real PSX hardware. Enabling this option removes horizontal padding.",
"When 'Crop Horizontal Overscan' is enabled, this option further reduces the width of the cropped image by the specified number of pixels. Only supported by the software renderer.",
"When 'Crop Horizontal Overscan' is enabled, allows the resultant cropped image to be offset horizontally to the right (positive) or left (negative) by the specified number of pixels. May be used to correct alignment issues. Only supported by the software renderer.",
"Specify number of GPU cycles to offset image by. Positive values move image to the right, negative values move image to the left. Only supported by the hardware renderers.",
"Select the first displayed scanline when running NTSC content. Setting a value greater than zero will reduce the height of output images by cropping pixels from the topmost edge. May be used to counteract letterboxing. Requires restart for software renderer.",
"Select the last displayed scanline when running NTSC content. Setting a value less than 239 will reduce the height of output images by cropping pixels from the bottommost edge. May be used to counteract letterboxing. Requires restart for software renderer.",
"Select the first displayed scanline when running PAL content. Setting a value greater than zero will reduce the height of output images by cropping pixels from the topmost edge. May be used to counteract letterboxing. Requires restart for software renderer.",
"Select the last displayed scanline when running PAL content. Setting a value less than 287 will reduce the height of output images by cropping pixels from the bottommost edge. May be used to counteract letterboxing. Requires restart for software renderer.",
"Select method used to read data from content disk images. 'Synchronous' mimics original hardware. 'Asynchronous' can reduce stuttering on devices with slow storage. 'Pre-Cache' loads the entire disk image into memory when launching content which may improve in-game loading times at the cost of an initial delay at startup. 'Pre-Cache' may cause issues on systems with low RAM.",
"Select disk access speed multiplier. Setting this higher than '2x (Native)' can greatly reduce in-game loading times, but may introduce timing errors. Some games may not function properly if this option is increased above a certain value.",
"Choose the save data format used for memory card 0. 'Libretro' is recommended. 'Mednafen' may be used for compatibility with the stand-alone version of Mednafen.",
"Select whether to emulate a second memory card in slot 1. When disabled, games can only access the memory card in slot 0. Note: Some games require this option to be disabled for correct operation (e.g. Codename Tenka).",
"When enabled, all games will save to and load from the same memory card files. When disabled, separate memory card files will be generated for each item of loaded content. Note: The 'Memory Card 0 Method' option must be set to 'Mednafen' for correct operation of shared memory cards.",
"When the input device is set to DualShock, Analog Controller, Analog Joystick, or neGcon, this option allows dynamic calibration of analog inputs. Maximum registered input values are monitored in real time and used to scale analog coordinates passed to the emulator. This should be used for games such as Mega Man Legends 2 that expect larger values than what modern controllers provide. For best results, analog sticks should be rotated at full extent to tune the calibration algorithm each time content is loaded.",
"When the input device type is DualShock, sets whether or not the emulated DualShock can be toggled between DIGITAL and ANALOG mode like original hardware. When this option is disabled, the DualShock is locked to ANALOG mode and when enabled, the DualShock can be toggled between DIGITAL and ANALOG mode by pressing and holding START+SELECT+L1+L2+R1+R2.",
"Select the gun cursor to be displayed on screen while using the the 'Guncon / G-Con 45' and 'Justifier' input device types. When disabled, cross hairs are always hidden.",
{
{"cross","Cross"},
{"dot","Dot"},
{"off","disabled"},
{NULL,NULL},
},
"cross"
},
{
BEETLE_OPT(mouse_sensitivity),
"Mouse Sensitivity",
"Configure the response of the 'Mouse' input device type.",
{
{"5%",NULL},
{"10%",NULL},
{"15%",NULL},
{"20%",NULL},
{"25%",NULL},
{"30%",NULL},
{"35%",NULL},
{"40%",NULL},
{"45%",NULL},
{"50%",NULL},
{"55%",NULL},
{"60%",NULL},
{"65%",NULL},
{"70%",NULL},
{"75%",NULL},
{"80%",NULL},
{"85%",NULL},
{"90%",NULL},
{"95%",NULL},
{"100%",NULL},
{"105%",NULL},
{"110%",NULL},
{"115%",NULL},
{"120%",NULL},
{"125%",NULL},
{"130%",NULL},
{"135%",NULL},
{"140%",NULL},
{"145%",NULL},
{"150%",NULL},
{"155%",NULL},
{"160%",NULL},
{"165%",NULL},
{"170%",NULL},
{"175%",NULL},
{"180%",NULL},
{"185%",NULL},
{"190%",NULL},
{"195%",NULL},
{"200%",NULL},
{NULL,NULL},
},
"100%"
},
{
BEETLE_OPT(negcon_response),
"NegCon Twist Response",
"Specifies the response of the RetroPad left analog stick when simulating the 'twist' action of emulated 'neGcon' input devices. Analog stick displacement may be mapped to negCon rotation angle either linearly, quadratically or cubically. 'Quadratic' allows for greater precision than 'Linear' when making small movements. 'Cubic' further increases small movement precision, but 'exaggerates' larger movements. Note: 'Linear' is only recommended when using racing wheel peripherals. Conventional gamepads implement analog input in a manner fundamentally different from the neGcon 'twist' mechanism, such that linear mapping over-amplifies small movements, impairing fine control. In most cases, 'Quadratic' provides the closest approximation of real hardware.",
{
{"linear","Linear"},
{"quadratic","Quadratic"},
{"cubic","Cubic"},
{NULL,NULL},
},
"linear"
},
{
BEETLE_OPT(negcon_deadzone),
"NegCon Twist Deadzone",
"Sets the deadzone of the RetroPad left analog stick when simulating the 'twist' action of emulated 'neGcon' input devices. Used to eliminate controller drift. Note: Most negCon-compatible titles provide in-game options for setting a 'twist' deadzone value. To avoid loss of precision, the in-game deadzone should *always* be set to zero. Any required adjustments should *only* be applied via this core option. This is particularly important when 'NegCon Twist Response' is set to 'Quadratic' or 'Cubic'.",