Core
Use Dual Core
Graphics Backend:
Direct3D 11
Direct3D 12
OpenGL
Vulkan
CPU Emulator Engine:
Interpreter
JIT x64
JIT ARM64
Cached Interpreter
Use DSP HLE
Emulation speed:
Interpreter
10%
20%
30%
40%
50%
60%
70%
80%
90%
100% (normal)
110%
120%
130%
140%
150%
160%
170%
180%
190%
200%
Enable overclocking
Overclock amount (0.5 is 50%, 1 is 100%, etc):
Synchronize GPU thread
Speed up emulated disc drive
Dualcore Determinism
Progressive Scan
GameCube Language:
English/Japanese (depends on console region)
German
French
Spanish
Italian
Dutch
Video Settings
Internal resolution:
Auto (multiple of 640x528)
Native (640x528)
2x Native (1280x1056) for 720p
3x Native (1920x1584) for 1080p
4x Native (2560x2112) for 1440p
5x Native (3200x2640)
6x Native (3840x3168) for 4K
7x Native (4480x3696)
8x Native (5120x4224) for 5K
Shader compilation mode:
Synchronous
Synchronous (Ubershaders)
Asynchronous (Ubershaders)
Asynchronous (Skip Drawing)
Use PAL60 (EuRGB60) mode
Compile Shaders Before Starting
Texture Cache Accuracy:
Safe
Medium
Fast
Aspect ratio:
Auto
Force 16:9
Force 4:3
Stretch to window
Widescreen Hack
Use SSAA instead of MSAA for antialiasing
Antialiasing:
None
2x
4x
8x
Use external frame buffer (EFB)
Use Real XFB instead of Virtual XFB
Fast Depth Calculation
Per-Pixel Lighting
Disable Fog
Load Custom Textures
Video Enhancements
Anisotropic filtering:
None
2x
4x
8x
16x
Force Texture Filtering
Post-Processing Effect (only works on OpenGL or Vulkan):
Off (might not work)
16bit
32bit
FXAA
acidmetal
acidtrip
acidtrip2
auto_toon
auto_toon2
bad_bloom
brighten
christmas
cool1
darkerbrighter
emboss
fire
fire2
firewater
grayscale
grayscale2
invert
invert_blue
invertedoutline
lens_distortion
mad_world
nightvision
nightvision2
nightvision2scanlines
posterize
posterize2
primarycolors
sepia
sketchy
spookey1
spookey2
sunset
swap_RGB_BGR
swap_RGB_BRG
swap_RGB_GBR
swap_RGB_GRB
swap_RGB_RBG
toxic
Force 24-Bit Color
Disable Copy Filter
Arbitrary Mipmap Detection
Video Hacks
EFB Copies to Texture Instead of RAM
Scaled EFB Copy
Don't skip EFB Access From CPU
Don't Ignore Format Changes
Bounding Box
Vertex Rounding
Store XFB to Texture Instead of RAM
Immediately present XFB
Skip Presenting Duplicate Frames
Defer EFB Copies to RAM
Defer EFB Cache Invalidation
Video Hardware
Use Vsync
Video Stereoscopy
Stereoscopic 3D Mode:
Off
Side-by-side
Top-and-Bottom
Anaglyph
HDMI 3D
Passive
Stereoscopic Depth Percentage (0-100):
Stereoscopic Convergence Percentage (0-100):
Monoscopic Shadows
Separation between 3D cameras
Distance of the convergence plane
Swap Eyes
DSP
Audio Backend:
No audio output
ALSA
Cubeb
Pulse
OpenAL
WASAPI (Exclusive Mode)
XAudio2
Use JIT compiler
Volume (1-100)
Wii
Wii System Language:
Japanese
English
German
French
Spanish
Italian
Dutch
Simplified Chinese
Traditional Chinese
Korean
Controls
GameCube Port 1:
None
GBA
Standard Controller
Keyboard
Steering Wheel
Dance Mat
TaruKonga Bongos
AM Baseboard
GameCube Profile 1:
GameCube Port 2:
None
GBA
Standard Controller
Keyboard
Steering Wheel
Dance Mat
TaruKonga Bongos
AM Baseboard
GameCube Profile 2:
GameCube Port 3:
None
GBA
Standard Controller
Keyboard
Steering Wheel
Dance Mat
TaruKonga Bongos
AM Baseboard
GameCube Profile 3:
GameCube Port 4:
None
GBA
Standard Controller
Keyboard
Steering Wheel
Dance Mat
TaruKonga Bongos
AM Baseboard
GameCube Profile 4:
Wiimote 1 source:
None
Emulated Wiimote
Real Wiimote
Wiimote Profile 1:
Wiimote 2 source:
None
Emulated Wiimote
Real Wiimote
Wiimote Profile 2:
Wiimote 3 source:
None
Emulated Wiimote
Real Wiimote
Wiimote Profile 3:
Wiimote 4 source:
None
Emulated Wiimote
Real Wiimote
Wiimote Profile 4: