# totk.ini: settings for totk.exe. Copy this file to totk.ini next to totk.exe and remove the '#' of a line to change it. # Each line shows the default. A TOTK_* environment variable of the same name (TOTK_FPS_LIMIT for fps_limit) overrides the # file. Keys are case-insensitive; '#' and ';' start a comment; [sections] only group lines. [frame rate] # Frame rate limit: 30, 60, 120, 144, any whole rate from 30 to 360, or display (the refresh rate of the window's # monitor). Above 60 is experimental and needs realtime = 1. Changes while the game runs take effect at once. # fps_limit = 60 # Older key, read only while fps_limit is unset: fps60 = 0 means a limit of 30. # fps60 = 1 # Real-time frame step: game speed follows the clock instead of the frame count. # realtime = 1 # Cloth simulation on the real-time clock. Needs realtime = 1. # cloth_realtime = 1 # Fix for physics that bounce at high frame rates. # highfps_fix = 1 [performance] # The keys of this section and of [diagnostics] are for testing and troubleshooting, and take effect at the next start. # The Advanced tab of the settings menu (F1) shows all of them except zstd_native and zstd_check. # Scheduling. # A thread waiting for a virtual core interrupts the owner when it runs game code: 1 = on, 2 = priority inheritance # without the interrupt, 0 = off (the old scheduling). # async_preempt = 1 # Replay NVN submissions on their own thread, at most one frame behind the game (1 = on). Adds up to a frame of latency. # replay_async = 0 # 1 lifts the virtual core gate: guest threads run without the console's limit of one thread per core. # free_cores = 0 # Windows timer resolution of 1 ms for steadier frame pacing (0 = the Windows default). # timer_1ms = 1 # Shaders and pipelines. # Draws whose pipeline is still building: default waits on a reserved worker; draw is the previous scheduling. # pipe_wait = default # Which draws are dropped instead of waiting for their pipeline: strict (only draws into per-frame passes), any (also # draws into passes whose target the previous frame rendered) or fullscreen (those and full-screen draws). # pipe_skip = fullscreen # Build shader stage libraries in the background ahead of time, and the threads for it (1 to 16; default: a quarter of # the CPU threads). # lib_prebuild = 1 # lib_prebuild_threads = 4 # Build known pipelines ahead of time. # pipe_prebuild = 1 # Threads that translate known shaders at start (1 to 64; default: half the CPU threads, at most 16). # prewarm_xlate = 8 # Vulkan graphics pipeline library. 0 if the driver misbehaves with it. # gpl = 1 # Textures and memory. # ASTC texture decoding: native (the GPU's own ASTC support), gpu (a compute shader), cpu, or auto (native when the GPU # has it, gpu otherwise). # astc = auto # Game memory shared with the GPU: auto (mirror on a discrete GPU, import on an integrated one), import (host memory # imported into Vulkan), mirror (pools used as buffers get a copy in video memory) or verify (mirror plus a check of # every copy; slow). # memory = auto # A new texture created over a live texture's memory starts with that content instead of empty. # tex_alias = 1 # Host zstd decoder in place of the game's (0 = the game's), and a check that decodes every call both ways and logs # the differences (1 = on; slow). # zstd_native = 1 # zstd_check = 0 # Render fixes. # Wait for the game to finish rewriting level-of-detail data before the GPU reads it: stops objects flashing in the # wrong place and a flat far field for a frame. # lod_guard = 1 # Fill the driver-reserved constant bank c0 (storage sizes, dispatch size, point size, base instance) instead of zeros. # fix_c0 = 1 # New GPU memory pools start zero-filled, as Switch memory does. # fix_zero = 1 # Optimisations, 0 turns each off: skip bindings that did not change, remember shader lookups, reuse the previous # draw's pipeline when its state repeats, remember texture descriptors between draws, update descriptors in bulk, # skip push constants that did not change. # bind_skip = 1 # shader_memo = 1 # pipe_memo = 1 # tex_memo = 1 # desc_template = 1 # push_skip = 1 # Submit GPU work in parts every N draws between passes so the GPU starts earlier (0 to 1000; 0 = off), each part at # least split_us microseconds long (0 to 20000). # split_draws = 64 # split_us = 1000 # Vulkan. # Vulkan validation layer: checks every call and slows the game down a lot. Needs the layer installed (Vulkan SDK). # vk_validation = 0 # Dynamic vertex input, 0 or 1. Default: on, except on Intel's older integrated GPU drivers (Vulkan 1.3.215 and older). # vk_dyn_vertex = 1 # Pin the shader subgroup size to 32 when the GPU allows it. # vk_subgroup_pin = 1 [display] # Presentation mode: mailbox (default when the driver offers it, vsync otherwise), fifo (vsync) or immediate. # vk_present = mailbox # Window client area in pixels (640x360 to 7680x4320), and borderless fullscreen. F11 switches fullscreen and saves it # here. Changes while the game runs take effect at once. # window_size = 1920x1080 # fullscreen = 0 # Performance overlay in the top right corner: off, fps, or full (frame rate, mean and longest frame time). F10 # cycles the modes in game. # perf_overlay = off # Which GPU to use: its index in the log, or part of its name. Default: the first discrete GPU with Vulkan 1.3. # gpu_index = 0 # gpu_name = NVIDIA # Game resolution: the size the game draws its picture and interface in (1280x720 to 7680x4320). Above 1920x1080 the # game's texture heap and memory pool grow with it. Read at start. # output_res = 1920x1080 # 3D render scale: the scene's size relative to the game resolution, game (5/6, the game's own 1600x900 at 1080p) or # a percentage (25 to 400, at most 4096 pixels a side); above 100 supersamples the scene (anti-aliasing). Read at start. # render_scale = game # Scaling to the window when it is larger than the game resolution: fsr (AMD FSR 1) or bilinear, and FSR's sharpening # from 0 (off) to 100. Changes while the game runs take effect at once. # upscaler = fsr # sharpness = 80 [language] # Language: a Windows locale such as de-DE, or a Switch code (en-US, ja, zh-Hant, ...). Default: the Windows locale. # locale = en-US # lang = en-US # System mode reported to the game: docked or handheld. # operation_mode = docked # Language of the settings menu and the overlay: en or ru. Default: the Windows display language, English if it is # neither. # menu_lang = en [audio] # none mixes without opening an audio device. # audio = default # Audio the output queues before it starts, in ms (0 to 500). # audio_prefill_ms = 20 # Volume in percent (0 to 100), on top of the game's own. Changes while the game runs take effect at once. # volume = 100 [input] # Gamepad motion controls (0 = off) and vibration (0 = off). # motion = 1 # rumble = 1 # Rumble strength in percent (0 to 300; 0 = off) and the exponent on the amplitude (0.2 to 1.5; lower = weak pulses # stronger, 1 = linear). rumble_triggers = 1 also drives the impulse triggers of an Xbox pad. # rumble_strength = 130 # rumble_curve = 0.6 # rumble_triggers = 0 # Which gamepad button is Switch A: nintendo (by position: east A, south B, west Y, north X), xbox (south A, east B, # west X, north Y, as an Xbox pad labels them; cross A on a PlayStation pad) or auto (nintendo for a pad with Nintendo # labels, xbox for the others). The bind_ lines below apply on top. Changes while the game runs take effect at once. # pad_layout = auto # Mouse camera sensitivity (0 to 10; 0 = no mouse camera and no cursor capture). # mouse_sens = 1 # Write the input of this run to a file that replays as a script (docs/controls.md, "Scripted input"). Default: off. # input_record = input.txt # Remap buttons: the Controls tab of the settings menu (F1) writes these lines. One line per Switch button or stick # direction: bind_ or bind__ = comma separated pad: and key: entries, key:default / pad:default for that part's defaults, or none. # A line replaces that button's defaults (pad and keyboard); buttons without a line keep them. Stick directions take keys # only. Invalid entries are logged and skipped. Changes while the game runs take effect at once. # pad names: south east west north l r zl zr start back lstick rstick dpad_left dpad_up dpad_right dpad_down # key names: a-z 0-9 f2-f7 f9 f12 num0-num9 space tab enter backspace lshift rshift lctrl rctrl lalt capslock insert # delete home end pageup pagedown up down left right num_add num_sub num_mul num_div num_decimal minus equals # lbracket rbracket semicolon apostrophe comma period slash backslash grave mouse_l mouse_r mouse_m mouse_x1 mouse_x2 # Defaults (pad_layout = nintendo): A = pad:east, key:E. B = pad:south, key:lshift. X = pad:north, key:space. # Y = pad:west, key:mouse_l. A pad that reports A/B and X/Y swapped (some GuliKit models): set pad_layout = xbox, or # swap them back here (keyboard keys stay): # bind_A = pad:south, key:E # bind_B = pad:east, key:lshift # bind_X = pad:west, key:space # bind_Y = pad:north, key:mouse_l [files] # Folder with RomFS mod files that replace or add game files. Default: none. # romfs_mods = [diagnostics] # Extra lines in the log, comma separated: svc, host, ipc, fs, gfx, perf, sched, audio, present or all. The menu's # Performance log sets perf (frame timings). Default: none. # trace = perf # Flight recorder: keeps the last frames and saves them to a flight folder next to the folder of totk.exe when a frame # takes longer than flight_spike_ms (0 to 60000). # flight = 0 # flight_spike_ms = 100