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totk-pc-recomp/totk.ini.example
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# 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; on a Steam Deck the device profile ([display]) changes a few of them. 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, 40, 45, 60, 90, 120, 144, any whole rate from 30 to 240, or display (the refresh rate of the
# window's monitor, at most 240). A higher rate gives 240: above it the game's physics runs out of memory. Above 60
# is experimental and needs realtime = 1. Changes while the game runs take effect at once.
# With mailbox or fifo presentation (vk_present, the default) a frame reaches the screen at a vertical blank, so a limit
# that does not divide the monitor's refresh rate keeps each frame on screen for a different number of refreshes. On a
# 320 Hz monitor 80, 64, 40 and 32 divide it and 90 does not: 90 fps alternates 3 and 4 refreshes per frame, which reads
# as judder while the frame counter still shows 90. Likewise on 240 Hz 60, 48 and 40 divide it and on 144 Hz 72, 48 and
# 36 do, while 60 does not. vk_present = immediate shows a frame as soon as it is presented, without this quantisation,
# at the cost of tearing. A monitor running with variable refresh (FreeSync, G-Sync) follows the frames instead, so
# there any limit inside its range is even.
# fps_limit = 60
# Older key, read only while fps_limit is unset: fps60 = 0 means a limit of 30.
# fps60 = 1
# Frame queue: the game starts a frame while the previous one waits for its display time, so a frame that runs long
# still makes its turn. Far fewer dropped frames at the limit for up to one frame more input delay. Takes effect at once.
# frame_queue = 0
# 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, 0 or 1. Default: off. Helps where the
# game waits for the GPU; adds up to a frame of latency.
# replay_async = 0
# EXPERIMENTAL, THE GAME CRASHES WITH 1. 1 lifts the virtual core gate: guest threads run without the console's limit
# of one thread per core, and the game keeps per-core data without locks. With 1, 1.2.1 and 1.4.3 crash or hang,
# usually at start (#212). Keep 0 to play.
# 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 or 1. Default: on.
# 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
# With astc = gpu: re-encode the decoded ASTC textures to BC3, a quarter of the video memory, textures slightly blockier,
# 0 or 1. Default: on when the GPU has less than 5 GB of video memory, off otherwise.
# astc_bc = 1
# 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). On a discrete GPU import can be far slower than mirror, not slightly slower: the GPU reads the
# game's pools over PCIe. A 5070 Ti Laptop went from 6 ms to 135-230 ms of GPU time per frame with import (5 fps on the
# title screen, bound: gpu, every line of the perf window waiting on a fence). The log names the mode in use: "mem:
# mode import" or "mem: mode mirror".
# 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 only the vertex buffers a draw reads.
# bind_skip = 1
# shader_memo = 1
# pipe_memo = 1
# tex_memo = 1
# desc_template = 1
# push_skip = 1
# vb_used = 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
# A thread of its own makes the Vulkan calls of each frame, 0 or 1. Default: on, except on AMD GPUs.
# vk_recorder = 1
# 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
# Dynamic alpha to coverage, 0 or 1. Default: on, except on AMD's driver for RDNA 2 and older (RX 400 to RX 6000),
# which applies alpha to coverage while the dynamic state says off and draws the characters black.
# vk_dyn_a2c = 1
# Pin the shader subgroup size to 32 when the GPU allows it.
# vk_subgroup_pin = 1
[display]
# Device profile: auto (the Steam Deck when this is one), desktop or deck. On a Steam Deck the keys this file does not
# set default to fullscreen = 1, window_size = 1280x800, output_res = 1280x800, render_scale = game, vk_present = fifo
# and fps_limit = 40 (starting points, not measured yet). Read at start.
# device_profile = auto
# Presentation mode: mailbox (default when the driver offers it, vsync otherwise), fifo (vsync) or immediate.
# vk_present = mailbox
# Window client area in screen pixels (640x360 to 7680x4320), and borderless fullscreen. Windows display scaling does
# not apply: at 150% scale, 1920x1080 covers the area 1280x720 covers at 100%. F11 switches fullscreen and saves it
# here. Changes while the game runs take effect at once.
# window_size = 1920x1080
# fullscreen = 0
# 1, the default: the game keeps running while you are in another window; the keyboard stays quiet until the window is
# in front again. 0: it pauses when its window loses focus, as it does on the Switch when Home is pressed; a load
# interrupted that way can stop for good. Read at each focus change.
# assume_focus = 1
# Performance overlay in the top right corner: off, fps, or full (frame rate, mean and longest frame time). F10
# cycles the modes in game, as do both stick clicks (L3 + R3) on a controller.
# 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. Another shape than 16:9, such as 3440x1440 on a 21:9 monitor or
# the Steam Deck's 1280x800 (16:10), gives the camera's view that shape and lays the HUD out for it. The installer
# prepares the UI layout for fifteen sizes: 2560x1080, 3440x1440, 3840x1600, 5120x2160 (21:9), 3840x1080, 5120x1440
# (32:9), 1280x800, 1680x1050, 1920x1200, 2560x1600 (16:10), 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000
# (3:2). For any other size, or a source build that has not made the layout, the game draws the largest 16:9 size that
# fits inside it (3440x1080 gives 1920x1080) and the present adds bars; build the layout with
# tools/make_romfs_patches.py --aspect WxH to use the full shape. Read at start. Default: 1920x1080, or on a primary
# display of one of those shapes the smallest of its sizes at least 1080 high that fits the display (1920x1280 on a 3:2
# laptop, 2560x1080 on a 21:9 monitor), so the picture fills the screen without black bars; with prompts = xbox or pc it
# stays 1920x1080, the only shape the setup builds those prompts for.
# 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
# Picture shape when the window's shape differs from the game resolution's (a 16:9 picture in a 21:9 fullscreen
# window): fit, the default, keeps the shape, with black bars at the sides or above and below, so a 16:9 game in a wider
# window is no longer stretched as it used to be; stretch fills the window. Changes while the game runs take effect at
# once.
# aspect = fit
# Shape of the pre-rendered movies (16:9) when the game resolution (output_res) is not 16:9: keep, the default, draws
# them in their own shape with black bars at the sides or above and below; stretch fills the whole picture, as the game
# does. Read when a movie starts, so a change takes effect at the next movie.
# movie_aspect = keep
# Field of view, in percent of the game's own: 70 to 140, 100 (the default) leaves the camera as it is. Higher shows
# more of the world around Link. Game version 1.4.3 only. Changes while the game runs take effect at once.
# fov = 100
# Anisotropic filtering of surface textures: game (the level the game asks for, as on the Switch) or 2, 4, 8, 16. Keeps
# ground, roads and walls seen at a shallow angle sharp into the distance. Only filtered, mipmapped textures that tile
# are raised; shadow maps, data maps and screen-sized buffers keep the game's setting. Read at start.
# aniso = game
# Colour adjustment of the picture, HUD included, before it is scaled to the window: brightness (-30 to 30, added in %),
# contrast and saturation (70 to 150 and 50 to 200 %), gamma (0.8 to 1.2, below 1 brightens dark tones). At 0, 100,
# 100 and 1 nothing runs. color_preset is the menu's profile (default, vivid, clarity, custom), which sets the four.
# Changes while the game runs take effect at once.
# color_preset = default
# color_brightness = 0
# color_contrast = 100
# color_saturation = 100
# color_gamma = 1
# Sun shadow map size: game (the game's own, which changes with the view and drops to about 400 near the ground, so
# leaf shadows look blocky and jump) or a fixed 256, 512, 768, 1024, 1536 or 2048. Above 960 the texture heap grows with
# it. 256 is coarser than the game's own and is for integrated GPUs short of memory bandwidth. Read at start.
# shadow_res = game
# Shadow map resolution: the game's sun cascades are 960x960 (and its static shadow maps 1440 and 720) whatever the game
# resolution; 2 to 4 draws them that many times larger on each side, for sharper shadows. 1 = the game's. The game's
# shadow edge filter is narrowed by the same factor (translator patch 0011), so close shadow edges don't look doubled.
# Read at start.
# shadow_scale = 1
# Sun shadow cascade range in percent of the game's (its cascades end at 20, 40, 80 and 160 m), 50 to 400: higher moves
# the steps where shadows turn softer further away, and spreads the shadow map over more ground. Read at start.
# shadow_range = 100
# Screen-space contact shadows, strength in percent (0 = off): after the game lights its scene, each pixel traces a
# short way toward the sun through the depth buffer and darkens where something close blocks it, adding the small
# shadows at feet, under stones and in grass that the shadow maps miss. Read at start.
# contact_shadows = 0
# Soft sun shadows (PCSS), percent of the default penumbra width (0 to 200; 0 = the game's own four-tap filter): sharp
# where an object meets the ground and softer the further its shadow falls. Done in the translated shaders (translator
# patch 0010), so the shader cache is rebuilt once after an update. Read at start.
# pcss = 0
# NVIDIA DLSS / DLAA for the 3D scene, on NVIDIA RTX GPUs with the DLSS model from NVIDIA's DLSS SDK next to the
# executable (Windows: nvngx_dlss.dll next to totk.exe; Linux: libnvidia-ngx-dlss.so.<version> next to totk, with the
# NVIDIA driver's libnvidia-ngx.so.1 installed); elsewhere the setting does nothing. The HUD is drawn after it and is not touched.
# Read at start.
# dlaa = 0
# What DLSS works from: dlaa (the 3D scene at full size), quality, balanced, performance or ultra_performance (the
# scene at 67, 58, 50 or 33 % of the output, scaled up by DLSS; these replace render_scale and sharpen texture filtering
# to match). They apply only with dlaa = 1 and the DLSS model next to the executable; otherwise the scene follows
# render_scale. Changes while the game runs take effect at once (1.4.3; 1.2.1 at the next start).
# dlss = dlaa
# The DLSS model: default (NVIDIA's advice per mode: K for dlaa, quality and balanced, M for performance, L for
# ultra_performance), k (K in every mode) or j (the other transformer model: slightly less ghosting behind moving
# characters, a little more flicker). Any other model by its letter, a to m: on slower RTX cards the older model e is
# cheaper. Changes while the game runs take effect at once (DLSS starts a new history).
# dlss_preset = default
# Per-object motion vectors for DLSS: characters, animals and moving objects get their own motion instead of the
# camera's, so DLSS keeps their history instead of smearing or rejecting it. Costs some CPU time each frame (about 1-2 ms
# on a laptop CPU); 0 leaves camera-only motion. Read at start.
# dlaa_objmv = 1
# Characters' trails: where a character, animal or held item moves without motion vectors of its own (all of them with
# dlaa_objmv = 0), DLSS can drag a faint copy of it. The G-buffer marks those objects; on them and where they were the
# frame before, DLSS is told to favour the current frame by this percentage (0, 35, 65 or 100; 0 off). Higher removes
# more of the trails and leaves those edges a little less smooth. Changes while the game runs take effect at once.
# dlss_char_mask = 65
# The game's own FXAA after the post effects; with DLAA on it is not needed. Changes while the game runs take effect at
# once.
# fxaa = 1
# HDR output: hdr = 1 sends the picture as HDR10 (needs HDR on in Windows, "Use HDR", or a Wayland compositor with
# colour management; without it the picture stays SDR). The game's tonemap keeps highlights up to hdr_peak_nits (your
# display's peak); hdr_game_nits is the picture's white (paper white, 203 is the HDR reference) and hdr_ui_nits the
# HUD's and the menu's. hdr is read at start, the nits at once. The colour profile above is for SDR only.
# hdr = 0
# hdr_peak_nits = 1000
# hdr_game_nits = 203
# hdr_ui_nits = 203
# Highlight hue correction in percent (0 to 100): bright colours such as fire turn towards white as in the game's SDR
# picture, matching the light they cast; 0 keeps them fully saturated. Changes take effect at once.
# hdr_hue = 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, ru, pt-BR or zh-Hans. Default: the Windows display language, English if
# it is none of them.
# menu_lang = en
[discord]
# Rich Presence: "Playing TotK Recomp" with the play time in your Discord status while the game runs, through the
# local IPC of a running Discord client. 1 = on; the Menu tab of the settings menu (F1) switches it too, and the
# change reaches the presence thread at once.
# discord_rpc = 0
# The application whose name and artwork the status shows. The default is the project's own application,
# registered as "TotK Recomp" with the port's green ring icon as its art. Register your own at
# discord.com/developers (name and art are yours to choose) and put its id here.
# discord_app_id = 1567232599846293504
# The key of the application's uploaded art asset shown as the status's large image.
# discord_image = totk_512x512
[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
# Speakers: stereo, 5.1 or auto (5.1 when the Windows speaker setup has six or more channels, stereo otherwise). The
# game is told the same channel count and mixes for it. Takes effect at the next start.
# audio_channels = stereo
[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.
# 0.1.9's xbox_prompts is read as nintendo with prompts = xbox.
# pad_layout = auto
# The buttons the game's prompts show: nintendo (the game's own), xbox (LB RB LT RT, Menu, View and a d-pad cross,
# and A B X Y as labelled on the button pad_layout presses: with nintendo, A shows as B and X as Y). Read at start
# (docs/controls.md, "Xbox button prompts"). pc: the key or mouse button the keyboard defaults press each button with
# (E, Shift, Space, left click, Q, R, right click, F, Tab, M, 1 to 4, W A S D, Ctrl, C) and the mouse for the right
# stick, whatever pad_layout (docs/controls.md, "PC button prompts").
# prompts = nintendo
# Gamepad stick dead zone in percent of full deflection (0 to 50). Raise it for a stick that drifts: inside the circle
# the stick reads centred, and the rest of its travel is scaled to start there.
# stick_deadzone = 8
# Right-stick camera speed (0.1 to 3): multiplies the game's own camera turn rates, top speed included, at each of the
# five camera sensitivities in the game's Options. Keys bound to the right stick follow it; the mouse keeps mouse_sens.
# Read at start.
# stick_sens = 1
# The dead zone of one stick, in place of stick_deadzone for that stick (0 to 50; unset = stick_deadzone). The Controls
# tab shows each stick's deflection now, so a drifting stick's resting value can be read off.
# lstick_deadzone = 8
# rstick_deadzone = 8
# Mouse camera mode: direct (default) or stick. Direct turns the camera by the raw mouse motion, the same on both axes,
# with no stick dead zone or response curve (games 1.4.3 and 1.2.1; 1.1.0 uses stick emulation). Stick makes the
# mouse a right stick. Neither changes the gamepad. The Controls tab changes this while the game runs.
# mouse_mode = direct
# The mouse in the game's menus, 1.4.3 only (title, inventory, System tab, Options, shops, dialogue choices): while a
# menu has the game's focus box the pointer shows, the item under it takes the focus, a left click is A on it and a
# right click is B. On the map the mouse moves the map's cursor and the scroll wheel zooms. 0 leaves the menus and
# the map to the keys and the pad. Changes while the game runs.
# menu_cursor = 1
# Mouse camera sensitivity (0 to 10; 0 = no mouse camera and no cursor capture). With mouse_mode = direct, 1 turns the
# camera 0.08 degrees per count, the same in every camera mode (about 14.3 cm a turn at 800 DPI).
# mouse_sens = 1
# The mouse's camera motion times this while the bow is drawn (0.1 to 3; mouse_mode = direct, game 1.4.3), on top of
# the 0.08 degrees per count every camera turns, the bow's included. Changes while the game runs.
# mouse_aim_scale = 1
# The keyboard's sticks are all or nothing, so the game only sees a full tilt from them; while this key is held the
# keyboard-driven stick values shrink and the keyboard can walk instead of run. Key names as in the bind_ lines below,
# none turns it off. 0.2 to 0.9, the default holds for anything else. Only the keyboard is scaled: the mouse camera and
# the gamepad are unchanged. The Controls tab sets both. The default stops just above half because a keyboard sample of
# 32767 times 0.5 is one short of the 16384 the game's stick-direction bits need, and below that the keyboard stick
# reads as a partial tilt only.
# walk_key = lshift
# walk_scale = 0.51
# 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_<A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK> or bind_<LSTICK RSTICK>_<LEFT UP RIGHT
# DOWN>, or bind_SHAKE (G: shakes the right stick, which detaches a fused part from what Ultrahand holds) = comma
# separated pad:<name> and key:<name> 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 and
# SHAKE 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
# lpaddle1 rpaddle1 lpaddle2 rpaddle2 (the back buttons of an Xbox Elite, DualSense Edge or Steam Controller)
# 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
[mods]
# Folder with the player's mods, one subfolder per mod (<name>/romfs, <name>/exefs, <name>/cheats). Default: mods next
# to totk.exe.
# mods_dir =
# Load order, top first, names separated by |. The in-game menu (Mods) writes it; a mod not listed goes to the bottom.
# mods_order =
# Mods switched off, names separated by |.
# mods_disabled =
# auto: when an enabled mod has cheats that change the game's code and the game was built without them, the game starts
# the setup's rebuild at start (a few minutes) and starts again after it. off: the game starts with the code it has.
# A rebuild that failed or was cancelled is not started again for the same cheats. Default: auto.
# mods_rebuild = auto
# Extra room in MiB (0 to 4096) for the heap the world's textures stream into, for HD texture packs. Packs made for
# emulators with 8 GB of DRAM grow it in their own HeapDef table (System/HeapSize/Product.Nin_NX_NVN.HeapDef.byml.zs):
# the port reads that growth at start and applies it itself (about 3339 MiB for the HDPacks 4K pack), so such a pack
# needs nothing here. Set it for a pack that ships textures without a HeapDef. Without the room the game keeps starting
# its panic Blood Moon. The memory pool grows by the same amount; the larger of this and a mod's growth counts.
# Read at start. Default: 0. Such a pack also needs much more video memory: astc_bc = 1 ([performance]) keeps its
# textures at a quarter of it.
# tex_heap_extra_mb = 0
[files]
# Developer overlay: a folder with RomFS files and a manifest.tsv (tools/make_romfs_patches.py format). Players put
# their mods into the mods folder instead ([mods]). Default: none.
# romfs_mods =
# Folder with the Switch shared fonts (BFTTF files, tools/extract_fonts.py output), for Chinese and Korean text.
# Default: shared-fonts next to totk.exe. TOTK_SHARED_FONTS overrides it.
# shared_fonts =
[cheats]
# One line per cheat of the mods' cheat files, mods\<mod>\cheats\<build id>.txt (docs/cheats.md); the Cheats tab of
# the menu writes them. cheat_<hash> = 1 switches a cheat on, the hash being FNV-1a 32 of "<mod folder>/<cheat name>".
# Default: every cheat off.
# cheat_0123abcd = 1
[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
# GPU pass marks: after a GPU crash (device lost) the log names the render pass or dispatch the GPU had started and the
# last one it finished. Unset: on AMD GPUs (VK_AMD_buffer_marker). 1: also on NVIDIA GPUs
# (VK_NV_device_diagnostic_checkpoints), which NVIDIA says costs a little. 0: off.
# pass_crumbs = 1
# Render targets up to this size (bytes, 0 to 1073741824) go back to their game memory whenever the game waits for a
# GPU fence. A larger target goes back too unless the GPU drew it in each of the last 16 frames. A game that reads a
# larger target drawn every frame without invalidating it sees stale bytes at the default. With trace = gfx the log
# names each dirty target that stays on the GPU ("fence write-back skipped-drawn-every-frame") and each one over 65536
# bytes that went back ("over-default"). Raising it costs a copy per such target and wait.
# wb_fence_limit = 65536