@ -6,6 +6,26 @@ Eden is a very complicated piece of software, and as such there are many knobs a
This handbook primarily describes such knobs and toggles. Normal configuration options are described within the emulator itself and will not be covered in detail.
## Requirements
The emulator is very demanding on hardware, and as such requires a decent mid-range computer/cellphone.
- **RAM**: 12GB with dedicated GPU, 16GB with iGPU.
The CPU must support FMA for an optimal gameplay experience. GPU needs to support OpenGL 4.6, see [OpenGL compatibility list](https://opengl.gpuinfo.org/), or Vulkan 1.1, see [Vulkan compatibility list](https://vulkan.gpuinfo.org/).
If your GPU doesn't support or is just behind by a minor version, see Mesa environment variables below (*nix only).
Various graphical filters exist - each of them aimed at a specific target/image quality preset.
- **Nearest**: Provides no filtering - useful for debugging.
- **Pros**: Fast, works in any hardware.
- **Cons**: Less image quality.
- **Bilinear**: Provides the hardware default filtering of the Tegra X1.
- **Pros**: Fast with acceptable image quality.
- **Bicubic**: Provides a bicubic interpolation using a Catmull-Rom (or hardware-accelerated) implementation.
- **Pros**: Better image quality with more rounded edges.
- **Zero-Tangent, B-Spline, Mitchell**: Provides bicubic interpolation using the respective matrix weights. They're normally not hardware accelerated unless the device supports the `VK_QCOM_filter_cubic_weights` extension. The matrix weights are those matching [the specification itself](https://registry.khronos.org/vulkan/specs/latest/html/vkspec.html#VkSamplerCubicWeightsCreateInfoQCOM).
- **Pros/Cons**: Each of them is a variation of the Bicubic interpolation model with different weights, they offer different methods to fix some artifacts present in Catmull-Rom.
- **Spline-1**: Bicubic interpolation (similar to Mitchell) but with a faster texel fetch method. Generally less blurry than bicubic.
- **Pros**: Faster than bicubic even without hardware accelerated bicubic.
- **Gaussian**: Whole-area blur, an applied gaussian blur is done to the entire frame.
- **Pros**: Less edge artifacts.
- **Cons**: Slow and has blurrier image.
- **Lanczos**: An implementation using `a = 3` (49 texel fetches). Provides sharper edges but blurrier artifacts.
- **Pros**: Less edge artifacts and less blurry than gaussian.
- **Cons**: Slow but with less blurriness.
- **ScaleForce**: Experimental texture upscale method, see [ScaleFish](https://github.com/BreadFish64/ScaleFish).
- **Pros**: Relatively fast.
- **FSR**: Uses AMD FidelityFX Super Resolution to enhance image quality.
- **Pros**: Great for upscaling, and offers more sharp visual quality.
- **Cons**: Costly and slow.
- **Area**: Area interpolation (high kernel count).
- **Pros**: Decent for downscaling.
- **Cons**: Costly and slow.
- **MMPX**: Nearest-neighbour filter aimed at providing higher pixel-art quality.
- **Pros**: Offers decent pixel-art upscaling.
- **Cons**: Only works for pixel-art.
### External
While stock shaders offer a basic subset of options for most users, programs such as [ReShade](https://github.com/crosire/reshade) offer a more flexible experience.
While stock shaders offer a basic subset of options for most users, programs such as [ReShade](https://github.com/crosire/reshade) offer a more flexible experience. In addition to that users can also seek out modifications (mods) for enhancing visual experience (60 FPS mods, HDR, etc).