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Documentation update.
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@ -23,6 +23,7 @@
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* Replaced the NanoSVG library with LunaSVG for greatly improved SVG rendering capabilities
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* Added support for caching of SVG images
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* Added support for sizing SVG images arbitrarily (overriding the image aspect ratio by stretching and squashing)
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* Added support for 2x and 4x MSAA anti-aliasing (OpenGL renderer only)
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* (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height
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* gamelist.xml files are no longer loaded from the ROMs/system directories (although old behavior can be retained via an option in es_settings.xml)
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* Expanded the quick system select menu option from an on/off entry to a selection of different button combinations
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@ -1062,6 +1062,7 @@ You can use **--help** or **-h** to view the list of command line options, as sh
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--screenrotate [1/on or 0/off] Rotate application screen 180 degrees
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--vsync [1/on or 0/off] Turn VSync on or off (default is on)
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--max-vram [size] Max VRAM to use (in mebibytes) before swapping
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--anti-aliasing [0, 2 or 4] Set MSAA anti-aliasing to disabled, 2x or 4x
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--no-splash Don't show the splash screen during startup
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--gamelist-only Skip automatic game ROM search, only read from gamelist.xml
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--ignore-gamelist Ignore the gamelist.xml files (useful for troubleshooting)
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@ -1078,6 +1079,8 @@ You can use **--help** or **-h** to view the list of command line options, as sh
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--help, -h Summon a sentient, angry tuba
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```
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_The --anti-aliasing option is not available if ES-DE is built using the OpenGL ES renderer._
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As you can see above, you can override the home directory path using the `--home` flag. So by running for instance the command `emulationstation --home ~/games/emulation`, ES-DE will use `~/games/emulation/.emulationstation` as its application home directory. Be aware that this option completely replaces what is considered the home directory, meaning the default ROM directory ~/ROMs would be resolved to ~/games/emulation/ROMs. The same is true for the emulator core locations if es_find_rules.xml is configured to look for them relative to the home directory. So of course RetroArch and other emulators would also need to be configured to use ~/games/emulation as its base directory in this instance.
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Setting the resolution to a lower or higher value than the display resolution will add a border to the application window.
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@ -1088,6 +1091,7 @@ For the following options, the es_settings.xml file is immediately updated/saved
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```
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--display
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--max-vram
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--anti-aliasing
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--gamelist-only
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--show-hidden-files
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--show-hidden-games
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@ -527,7 +527,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
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## Transitions (animation profiles)
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Using the `capabilities.xml` file it's possible to define granular transition animation profiles. Prior to ES-DE 2.0 there was only a user-selectable option for _Instant_, _Slide_ or _Fade_ animations that were applied globally. It's now possible to define each of these animation types individually for the following transitions:
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Using the `capabilities.xml` file it's possible to define granular transition animation profiles. Prior to ES-DE 2.0 there was only a user-selectable option for _Instant_, _Slide_ or _Fade_ animations that was applied globally. It's now possible to select each of these animation types individually for the following transitions:
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* System to system
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* System to gamelist
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@ -536,6 +536,13 @@ Using the `capabilities.xml` file it's possible to define granular transition an
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* Startup to system
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* Startup to gamelist
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This is a brief overview of the supported animations:
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* Instant - as the name implies, transitions are immediate
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* Slide - pans the camera to move between views which may look broken with some elements like textlists and grids when used in the system view
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* Fade - fades to black when transitioning between views
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Here's an example configuration:
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```xml
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<transitions name="instantAndSlide">
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@ -565,7 +572,7 @@ The `selectable` property which is set to `true` by default defines whether the
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At least one of the six transition types must be defined or the `transitions` entry is not considered valid. Any non-defined types will be set to `instant` with the exception of `startupToSystem` which will be set to the same value as `systemToSystem` and `startupToGamelist` which will be set to the same value as `gamelistToGamelist`.
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The profiles will be listed in the _UI Settings_ menu in the order that they have been defined, and the first entry will be used if the _Automatic_ profile has been selected, unless a per-variant configuration is defined in the theme configuration.
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The profiles will be listed in the _UI Settings_ menu in the order that they have been defined, and the first profile (regardless of whether it's set as user-selectable or not), will be used if the _Automatic_ entry has been selected, unless a per-variant configuration is defined in the theme configuration.
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In addition to defining custom transition profiles it's possible to suppress the built-in profiles. For example slide transitions will look very broken with some theme designs so in such cases it could make sense to disable this animation type altogether. Suppressing a profile simply means its entry will not show up under _Theme transition animations_ in the _UI Settings_ menu, making it impossible to select and use it.
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@ -2583,6 +2583,10 @@ This setting defines the directory for the game media, i.e. game images and vide
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The amount of video RAM to use for the application. Defaults to 512 MiB (192 MiB on the Raspberry Pi) which works fine most of the time when using moderately demanding theme sets with medium-sized collections at up to 4K display resolution. For large collections (as in many different systems rather than many games per system) in combination with demanding themes which use lots of full-screen images and similar it's recommended to increase this number to 1024 MiB or possibly higher to avoid stuttering and texture pop-in. Enabling the GPU statistics overlay gives some indications regarding the amount of texture memory currently used, which is helpful to determine a reasonable value for this setting. The allowed range for the settings is 128 to 2048 MiB. If you try to set it lower or higher than this by passing such values as command line parameters or by editing the es_settings.xml file manually, ES-DE will log a warning and automatically adjust the value within the allowable range.
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**Anti-aliasing (MSAA) (requires restart)**
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Sets the level of anti-aliasing for the application. You can select between _disabled_, _2x_ or _4x_. Note that this is a potentially dangerous option which may prevent the application from starting altogether with some GPU drivers. If you're unable to run the application after changing this option then you can reset it via the `--anti-alias 0` command line option. This option also has a performance impact and may lead to slightly less leglible text so in general it's recommended to keep it disabled unless you really need it.
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**Display/monitor index (requires restart)**
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This option sets the display to use for ES-DE for multi-monitor setups. The possible values are the monitor index numbers 1, 2, 3 or 4. If a value is set here for a display that does not actually exist, then ES-DE will set it to 1 upon startup. Index 1 is the primary display for the computer. It's also possible to override the setting by passing the --display command line argument. Doing so will also overwrite the display index setting in es_settings.xml. The Display/monitor index option only changes the display used by ES-DE; the emulators need to be configured separately (which can easily be done globally if using RetroArch).
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