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GRAYFOX wrote:I can run 1080 on laptop, and 720. I was able to run Hungrywolf and Noz, last entries.
;Game native width and height.
;Recommended settings are:
; 640x480 Standard definition 4:3
; 1280x720 High definition 16:9
; 1920x1080 Full HD 16:9
GameWidth = 1920;
GameHeight = 1080;
;Number of simultaneous afterimage effects allowed.
;Set to a lower number to save memory (minimum 1).
AfterImageMax = 100;16
;Maximum number of layered sprites that can be drawn.
;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 15000;512
;Size of sprite decompression buffer in KB. Increasing this number may help
;if you experience slow performance when there are many sprites and/or large
;sprites shown over a short period of time.
;Minimum 256 for acceptable performance.
;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384
;Maximum number of explods allowed in total. Note that hitsparks
;also count as explods.
;Set to a lower number to save memory (minimum 8).
ExplodMax = 5000;512
;Maximum number of system explods allowed.
;Set to a lower number to save memory (minimum 8).
SysExplodMax = 10000;128
;Maximum number of helpers allowed in total.
;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56
;Maximum number of projectiles allowed per player.
;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 10000;32
;-------------------------------------------------------
[Video]
;Screen rendering mode.
;OpenGL - Experimental OpenGL renderer (recommended)
;System - default SDL rendering mode (e.g. windib in Windows)
;DirectX - DirectX 5 renderer
;System and DirectX modes do not support advanced features
;such as RGB sprites and window resizing.
RenderMode = OpenGL
;Set to 1 to enable "safe" mode for older graphics cards.
;Many features will be disabled.
SafeMode = 0
;The video resolution defaults to the same as the game resolution.
;In windowed mode, this specifies the window size.
;You can force an alternate resolution by uncommenting the lines
;below.
Width = 1920;2560;3840
Height = 1080;1440;2160
;This is the color depth at which to run MUGEN.
;Ignored if RenderMode=System (forced to 16).
Depth = 32
;Set to 1 to enable vertical retrace synchronization.
;Only supported for RenderMode=OpenGL.
VRetrace = 0
;Set to 1 to start in fullscreen mode, 0 for windowed.
;This enables exclusive fullscreen, which may give better performance
;than windowed mode.
FullScreen = 0
;Set to 1 to make the window resizable when in windowed mode.
;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1
;Set to 0 to stretch the video to fit the whole window.
;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 1
;Drawing mode
;Choose from Normal (fast) and PageFlip (less image "tearing")
;BlitMode is ignored for RenderMode=OpenGL
BlitMode = Normal
;Stage fit mode.
;0 - stage drawn to width of screen (may crop stages with tall aspect)
;1 - stage shrunk to fit into screen
;Ignored if RenderMode=System (forced to 0)
StageFit = 0
;System fit mode.
;0 - system drawn to width of screen (may crop motifs with tall aspect)
;1 - system shrunk to fit into screen
;Ignored if RenderMode=System (forced to 0)
SystemFit = 0
;-------------------------------------------------------
[Misc]
;Number of extra players to cache in memory.
;Set to a lower number to decrease memory usage, at cost of
;more frequent loading.
PlayerCache = 4
;Set to 1 to allow precaching. Precaching attempts to start loading
;player data as early as possible, to reduce apparent loading times
;between matches. To get the best performance, set PlayerCache to at
;least 1. The optimal number for PlayerCache is 4 when precaching is
;enabled.
;Precaching is disabled when Rendermode=OpenGL.
Precache = 0
;Set to 1 to enable large-buffer reads of sprite and sound data.
;Set to 0 (off) to decrease memory usage, at cost of slower
;loading.
BufferedRead = 1
;Set to 1 to free system.def data from memory whenever possible.
;This decreases memory usage, in exchange for loading time
;before system screens
UnloadSystem = 0
GRAYFOX likes this post
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GRAYFOX wrote:Right right, we can’t have everything all over the place.lol I understand completely, I rember that mg training stage. The one you made, it was crazy. So much detail, yet everything blended well together.
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