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4017266241
* new option `upload_achievements_icons_to_gpu` in `configs.main.ini` which controls whether the overlay should upload the achievements icons to the GPU and display them or not * synchronize overlay proc with the periodic steam callback in a better way to avoid FPS drop * prevent overlay flickering regression * upload achievements icons to the GPU in the overlay proc periodically, this dramatically decreased the startup locking/halt time * fix a potential deadlock scenario in the overlay as a result of synchonizing with 2 mutex objects
136 lines
6.9 KiB
INI
136 lines
6.9 KiB
INI
# ############################################################################## #
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# you do not have to specify everything, pick and choose the options you need only
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# ############################################################################## #
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[main::general]
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# 1=generate newer version of auth ticket, used by some modern apps
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# default=0
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new_app_ticket=1
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# 1=generate/embed Game Coordinator token inside the new auth ticket
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# default=0
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gc_token=1
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# 1=pretend the app is running on a steam deck
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# default=0
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steam_deck=0
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# 1=enable avatar functionality
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# default=0
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enable_account_avatar=0
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# 1=synchronize user stats/achievements with game servers as soon as possible instead of caching them until the next call to `Steam_RunCallbacks()`
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# not recommended to enable this
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# default=0
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immediate_gameserver_stats=0
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# 1=use the proper type of the server list (internet, friends, etc...) when requested by the game
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# 0=always return the type of the server list as "LAN server"
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# not recommended to enable this
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# default=0
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matchmaking_server_list_actual_type=0
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# 1=grab the server details for match making using an actual server query
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# 0=use the info from the local network messages shared between client/server
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# not recommended to enable this, currently breaks some games
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# default=0
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matchmaking_server_details_via_source_query=0
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# very basic crash logger/printer
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# this is intended to debug some annoying scenarios, and best used with the debug build of the emu
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# default=
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crash_printer_location=./path/relative/to/dll/crashes.txt
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[main::stats]
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# 1=prevent `Steam_User_Stats::FindLeaderboard()` from always succeeding and creating the unknown leaderboard
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# not recommended to enable this
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# default=0
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disable_leaderboards_create_unknown=0
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# the emu will only save/update stats defined by the user, unknown stats requested or updated by the game will be rejected
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# 1=allow unknown stats to be saved/updated
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# default=0
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allow_unknown_stats=0
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# the emu has an internal extra functionality which reports an achievement progress when a stat that's tied to an ahcievement is updated
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# also the progress is saved to disk (usual local storage folder for the current appid) so that external applications can watch these updates
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# 1=enable this functionality
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# only used internally for a stat that's tied to an achievement, the normal achievement progress requests made by the game are not impacted
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# some applications tie many stats to achievements, and update these stats very frequently, causing a spam of disk writes and overlay popups
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# in that case you can disable this functionality (set the value to 0), but the stat progress won't be saved or displayed in the overlay
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# default=1
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stat_achievement_progress_functionality=1
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# whenever a game updates a stat which is tied to an achievement progress, the emu will save that progress immediately
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# but some games will update the stat very frequently (with lower & higher values) resulting in a spam of disk writes or overlay notifications
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# 0=save any stat achievement progress value (higher or lower)
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# 1=save stat achievement progress value only if it is higher than the current one
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# this has no impact on the stat itself, only the achievement progress
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# also has no impact on the functions which directly change stats, achievements, or achievements progress
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# default=1
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save_only_higher_stat_achievement_progress=1
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# the emulator loads the achievements icons is memory, this is needed for APIs like `ISteamUserStats::GetAchievementIcon()` and the overlay
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# the loaded icon size is controlled by [overlay::appearance] -> Icon_Size, in the file configs.overlay.ini
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# this value controls how many icons to load each iteration when the periodic callback of the emu is triggered
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# or when the app/game calls `SteamAPI_RunCallbacks()`
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# each achievement has 2 icons, one when it's locked and another when it's unlocked, so a value of 10 means loading 20 icons
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# increasing this value will cause a huge startup delay
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# -1=disable this functionality (`ISteamUserStats::GetAchievementIcon()` and the overlay won't be able to use icons)
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# 0=load the icon in memory only when it's requested
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# default=10
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paginated_achievements_icons=10
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[main::connectivity]
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# 1=prevent hooking OS networking APIs and allow any external requests
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# only used by the experimental builds on **Windows**
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# default=0
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disable_lan_only=0
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# 1=disable all steam networking interface functionality
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# this won't prevent games/apps from making external requests
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# networking related functionality like lobbies or those that launch a server in the background will not work
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# default=0
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disable_networking=0
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# change the UDP/TCP port the emulator listens on, you should probably not change this because everyone needs to use the same port or you won't find yourselves on the network
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# default=47584
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listen_port=47584
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# 1=pretend steam is running in offline mode, mainly affects the function `ISteamUser::BLoggedOn()`
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# Some games that connect to online servers might only work if the steam emu behaves like steam is in offline mode
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# default=0
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offline=0
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# 1=prevent sharing stats and achievements with any game server, this also disables the interface ISteamGameServerStats
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# default=0
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disable_sharing_stats_with_gameserver=0
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# 1=do not send server details to the server browser, only works for game servers
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# default=0
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disable_source_query=0
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# 1=enable sharing leaderboards scores with people playing the same game on the same network
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# not ideal and synchronization isn't perfect
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# default=0
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share_leaderboards_over_network=0
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# 1=prevent lobby creation in the steam matchmaking interface
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# default=0
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disable_lobby_creation=0
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# 1=attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest() inside "steam_settings/http/"
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# make sure to:
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# * set disable_lan_only=1
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# * set disable_networking=0
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# this will **not** work if the app is using native/OS web APIs
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# default=0
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download_steamhttp_requests=0
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# mostly workarounds for specific problems
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[main::misc]
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# 1=force `ISteamUserStats::SetAchievement()` to always return true
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# this is a workaround for some games that otherwise won't work
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# default=0
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achievements_bypass=0
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# force the function `Steam_HTTP::SendHTTPRequest()` to always succeed
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# default=0
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force_steamhttp_success=0
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# env var `SteamOverlayGameId` breaks Steam Input when the game is added to Steam as a non-steam game
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# 1=don't write this env var, allowing Steam Input to work
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# default=0
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disable_steamoverlaygameid_env_var=0
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# 1=add many Steam apps to the list of owned DLCs and the emu's list of installed app IDs
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# useful for many Source-based games
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# https://developer.valvesoftware.com/wiki/Steam_Application_IDs
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# https://developer.valvesoftware.com/wiki/Dedicated_Servers_List
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# default=0
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enable_steam_preowned_ids=0
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# some Source-based games use the interface `ISteamGameStats` to report some stats
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# you can make the emu save this data to a folder
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# empty value = don't save anything (default)
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# the emu will create the folders if they are missing but the path specified must be writable
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# default=
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steam_game_stats_reports_dir=./path/relative/to/dll/
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