Every setting explained
What each setting does
The program has fifty settings across two menus. This page lists every one of them, what it changes, and what to set it to. Nothing here is written by hand: the rows and their options are read from the program's own source each time the site is built, so this page cannot drift out of step with the version you are running.
- Settings in total
- 50
- That change the picture
- 15
- For development only
- 4
- Read from version
- 0.3.4
Two ways to play
Choose a starting point.
Two columns run through this page. Original is what to set to play the game as the cartridge played it, with nothing added. Ray traced is my own configuration, as it sits on my machine right now, and it is what the lighting work was built to look like. You can switch between them at the top of each list and set everything in one pass, or read down and decide row by row.
Depends on your machine
Four settings have no single right answer.
Resolution, downsampling, antialiasing and frame rate are the ones that decide how hard your graphics card has to work. The ray traced recommendation below assumes a card that can afford them. Set the rest of the lighting as recommended, then adjust these four until the frame rate is comfortable, rather than leaving them high and concluding the program is slow.
- Resolution
- Downsampling
- Antialiasing
- Frame rate
Picture, camera and program
The first menu.
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Window
Whether the program runs in a window or fills the screen. It changes nothing about how the game is drawn.
Original Your own preference; it does not change how the game looksRay traced Fullscreen -
Resolution
Depends on your machineHow many pixels the game is drawn at. Original is the console's own 320 by 240, which is what the art was drawn for. Every step above it renders the same scene at more detail. This is the setting that costs the most performance, so the right answer depends on your graphics card.
Original OriginalRay traced Match the window -
Downsampling
Depends on your machineRenders the picture larger than it is shown and shrinks it down, which removes jagged edges more thoroughly than antialiasing does. 4x means drawing sixteen times the pixels, so it is expensive.
Original OffRay traced 4x -
Aspect ratio
The shape of the picture. Original 4:3 is the console's. The wider settings genuinely widen the view rather than stretching it, so you see more of the world at the sides.
Original Original 4:3Ray traced Expand to the window -
Interface ratio
Where the hearts, the map and the buttons sit when the picture is wider than 4:3. Original keeps them in the console's own square; the others spread them toward the edges of a wide screen.
Original OriginalRay traced Follow the view -
Antialiasing
Depends on your machineSmooths the jagged steps along the edges of shapes. The console had nothing of the kind. Higher settings cost more.
Original OffRay traced 8x -
Render distance
How far into the distance the game keeps drawing things. The console dropped anything past a short distance to keep up, which is why scenery appears as you approach it. Raising this keeps it drawn, at a cost.
Original OriginalRay traced 8x -
Frame rate
Depends on your machineHow many times a second the picture is presented. The game's own logic always runs at 20 steps a second, exactly as it did on the console; anything above Original fills the gaps between those steps with interpolated frames, so movement is smooth without the game running faster.
Original OriginalRay traced 60 -
Frame rate counter
Shows the number of frames being presented each second, on a small plate in the corner.
Original OffRay traced Off -
Check for updates
Whether the program asks the release page once, each time it opens, whether a newer version exists. It is the only network connection the program ever makes, and nothing about you or your copy of the game is sent.
Original Your own preference; it does not change how the game looksRay traced On -
Autosave
Saves a moment by itself on a timer, into its own slots, never over one you made. The five most recent are kept.
Original Your own preference; it does not change how the game looksRay traced Every 10 minutes -
Save on quit
Saves a moment when you close the program, so you can pick up where you stopped.
Original Your own preference; it does not change how the game looksRay traced On -
Resume on start
Loads the most recent saved moment when the program opens.
Original Your own preference; it does not change how the game looksRay traced On -
Free camera
Lets the right stick turn the camera freely, wherever the game's own camera is able to turn. Off leaves the camera exactly as the game moves it.
Original OffRay traced Right stick -
Camera axes
Which way the free camera moves when you push the stick. Only has an effect when the free camera is on.
Original As the stick movesRay traced As the stick moves -
Aiming, right stick
Which way aiming moves when you push the right stick, when using a bow, a slingshot or first person view.
Original As the stick movesRay traced Invert up and down -
Aiming, left stick
The same for the left stick, which is the one the game itself uses for aiming.
Original As the stick movesRay traced As the stick moves -
Camera distance
How far the camera sits from Link, for every camera the game uses, not only the free one.
Near is the game's own distance, not the option labelled Original. Original here sits a fifth further out than the console's camera, and Medium and Far further still.
Original NearRay traced Medium -
Camera drift
Whether the camera drifts further away as Link runs and back in as he stops.
On is the console's behaviour. The game's own camera eases outward as he runs and back in as he stops.
Original OnRay traced On -
Menu placement
Whether this program's own menus sit over the picture or beside it in a panel, with the game still visible.
Original Your own preference; it does not change how the game looksRay traced Panel on the right -
Volume
How loud the game is, as a percentage of its own volume.
Original Your own preference; it does not change how the game looksRay traced 100%
Lighting
The second menu.
Every row here needs a graphics card that supports DirectX Raytracing. On a card without it these rows change nothing, the game lights itself as the console did, and the lighting screen in the program says so rather than leaving you guessing.
-
Ray traced lighting
The master switch for traced lighting. With it on, light is followed through the scene rather than painted on by the game, so shadows, bounced light and reflections are worked out from where the lights actually are. It needs a graphics card that supports DirectX Raytracing; on one that does not, these rows do nothing and the lighting screen says so.
Off is the original picture. With it off the game lights itself exactly as the console did, and draws its own shadows under the characters.
Original OffRay traced On -
Shadows
Whether traced shadows are cast at all. With this off the traced lighting still lights the scene but nothing blocks it.
Original Your own preference; it does not change how the game looksRay traced On -
Shadow softness
How sharp the edge of a shadow is. The sun casts a nearly hard edge in life; the higher settings spread it as though the light came from a wider source.
Original Your own preference; it does not change how the game looksRay traced Softer -
Shadow rays
How many rays each lit pixel spends working out whether it is in shadow. More rays cost frame rate and buy a cleaner shadow edge; fewer leave visible grain, especially on anything that moves.
Original Your own preference; it does not change how the game looksRay traced 8 -
Shadow casters
How much of the world behind and beside the camera is kept in the traced scene so its shadow can still reach the picture. The console's own culling threw away anything off screen, which is why a shadow can vanish as the camera turns.
Original Your own preference; it does not change how the game looksRay traced Everything -
Indoor light
How dark a character's shadow goes indoors, where there is no sun to cast it. Rooms whose own settings carry no directional light get one supplied overhead so there is something to cast with.
Original Your own preference; it does not change how the game looksRay traced 50% -
Darkness
How much of the game's own background lighting is taken away where no traced light reaches. Raising it means a room is genuinely dark except where a torch or a fairy lights it, which is what makes those lights read as real lights.
Original Your own preference; it does not change how the game looksRay traced Off -
Ambient occlusion
Darkens the creases where surfaces meet, the way dust and shadow gather in a corner. It is subtle and it is what stops objects looking as though they are floating.
Original Your own preference; it does not change how the game looksRay traced Full -
Occlusion radius
How far from a surface the program looks for something that would shade it. Small values catch only tight corners; large ones darken under whole objects.
Original Your own preference; it does not change how the game looksRay traced 160 units -
Occlusion rays
How many rays the shading in corners is worked out from. More is cleaner and costs more.
Original Your own preference; it does not change how the game looksRay traced 16 -
Local lights
Whether the game's own lights, such as torches and fairies, are traced. With this on they light the room around them and cast real shadows from whatever stands in the way.
Original Your own preference; it does not change how the game looksRay traced On -
Light reach
How far a torch or a fairy's light carries, as a percentage of the radius the game itself gives it. 100% is the game's own.
Original Your own preference; it does not change how the game looksRay traced 100% -
Light strength
How bright those lights are, as a percentage of the game's own.
Original Your own preference; it does not change how the game looksRay traced 60% -
Bounced light
Light that has already hit one surface and carried its colour onto another. It is what makes a red wall tint the floor beside it.
Original Your own preference; it does not change how the game looksRay traced Original -
Bounce range
How far bounced light is followed before the program stops looking.
Original Your own preference; it does not change how the game looksRay traced 1500 units -
Reflections
Traced reflections in surfaces that should have them, such as water and polished floors.
Original Your own preference; it does not change how the game looksRay traced Off -
Reflection range
How far into the scene reflections are worked out.
Original Your own preference; it does not change how the game looksRay traced Twice the view -
Glow density
The haze in the air immediately around a light, as though dust were catching it.
Original Your own preference; it does not change how the game looksRay traced Thick -
Glow size
How large that halo is, relative to the light's own radius.
Original Your own preference; it does not change how the game looksRay traced Half -
Sun haze
Shafts of sunlight in the air outdoors.
Original Your own preference; it does not change how the game looksRay traced Faint -
Haze range
How far those shafts are drawn into the distance.
Original Your own preference; it does not change how the game looksRay traced 1400 units -
Fade with the fog
Whether traced lighting fades into the game's own fog, so a lit surface far away does not stand out of the haze in front of it.
Original Your own preference; it does not change how the game looksRay traced On -
Fade with distance
Fades traced lighting out with distance, which saves performance on things too far away to be looked at closely.
Original Your own preference; it does not change how the game looksRay traced Middle -
Smoothing
How much each frame's lighting is averaged with the frames before it. Tracing a scene with a limited number of rays leaves grain; averaging across frames removes it, at the cost of a faint trail behind fast movement.
Original Your own preference; it does not change how the game looksRay traced Heavy -
Filter
A final blur across the traced lighting, which removes what is left of the grain.
Original Your own preference; it does not change how the game looksRay traced One step
Development and debugging
Tools that are not for playing.
These are behind a confirmation in the program, and they are here for completeness rather than as a suggestion. They exist for working out what went wrong and for showing somebody else exactly what you saw. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported.
Read the three warnings below before you use any of it.
What the program says before it opens this menu
What is in here is meant for developing and debugging this program, not for playing the game. These tools move the player between places the game never sends them, replace the picture with a single stage of how it was drawn, and write every frame to disk as a file. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported. Go carefully, and put anything you change back when you are done.
What it says before the frame recorder will switch on
This writes one PNG file for every frame the program shows. At your own picture size and frame rate, the program works out how many files that is, how many gigabytes each recording takes, how many per minute it is left running, and how long until a hundred gigabytes have gone, and it shows you those numbers before it will start. At 1080p and 60 frames a second it is roughly 10 GB a minute. The files are written to your Pictures folder and nothing removes them for you.
And the one the program cannot warn you about afterwards
Warping can break your progress and your saved games. It puts Link in places the game has not sent him to yet, and sometimes in places it would never send him at all. Arriving somewhere early can leave the flags that track what you have done in a state the game was never written to handle: events that fire in the wrong order, items that cannot be obtained afterwards, a door that will not open because the game believes you have already been through it. Saving after that writes the damage into the file. If you are going to warp at all, do it on a copy of your save, and do not save over anything you care about.
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Frame recorder
Development onlyWrites every frame the program shows to disk as a PNG file, for as long as the length below. It is meant for showing somebody exactly what went wrong. It fills a drive very quickly: at 1080p and 60 frames a second it is roughly 10 GB a minute, and the program asks you to confirm before it will switch on.
Leave it at Off -
Recording length
Development onlyHow long a recording runs before it stops by itself.
Leave it at 5 seconds -
Inspect one pass
Development onlyReplaces the picture with a single stage of how it was drawn, such as the shadows alone or how many frames of history each pixel has. It is a tool for working out why the lighting looks wrong, and it makes the game unplayable while it is on.
Leave it at Off -
Experiment
Development onlyUndoes one piece of the lighting maths at a time, so a particular look can be traced to the step that causes it. For development only.
Leave it at Off