OoT: Recompiled OoT: Recompiled, home

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.

  1. Window

    Whether the program runs in a window or fills the screen. It changes nothing about how the game is drawn.

    Options WindowedFullscreen
    Original Your own preference; it does not change how the game looks
    Ray traced Fullscreen
  2. Resolution

    Depends on your machine

    How 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.

    Options OriginalDoubleMatch the window720p1080p1440p4K
    Original Original
    Ray traced Match the window
  3. Downsampling

    Depends on your machine

    Renders 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.

    Options Off2x4x
    Original Off
    Ray traced 4x
  4. 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.

    Options Original 4:3Expand to the window16:916:1021:932:9
    Original Original 4:3
    Ray traced Expand to the window
  5. 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.

    Options OriginalClamp to 16:9Follow the view
    Original Original
    Ray traced Follow the view
  6. Antialiasing

    Depends on your machine

    Smooths the jagged steps along the edges of shapes. The console had nothing of the kind. Higher settings cost more.

    Options Off2x4x8x
    Original Off
    Ray traced 8x
  7. 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.

    Options Original2x3x4x6x8x
    Original Original
    Ray traced 8x
  8. Frame rate

    Depends on your machine

    How 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.

    Options OriginalMatch the display30607590120144165240
    Original Original
    Ray traced 60
  9. Frame rate counter

    Shows the number of frames being presented each second, on a small plate in the corner.

    Options OffOn
    Original Off
    Ray traced Off
  10. 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.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  11. Autosave

    Saves a moment by itself on a timer, into its own slots, never over one you made. The five most recent are kept.

    Options OffEvery 5 minutesEvery 10 minutesEvery 15 minutes
    Original Your own preference; it does not change how the game looks
    Ray traced Every 10 minutes
  12. Save on quit

    Saves a moment when you close the program, so you can pick up where you stopped.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  13. Resume on start

    Loads the most recent saved moment when the program opens.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  14. 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.

    Options OffRight stick
    Original Off
    Ray traced Right stick
  15. Camera axes

    Which way the free camera moves when you push the stick. Only has an effect when the free camera is on.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced As the stick moves
  16. Aiming, right stick

    Which way aiming moves when you push the right stick, when using a bow, a slingshot or first person view.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced Invert up and down
  17. Aiming, left stick

    The same for the left stick, which is the one the game itself uses for aiming.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced As the stick moves
  18. 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.

    Options NearOriginalMediumFar
    Original Near
    Ray traced Medium
  19. 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.

    Options OffOn
    Original On
    Ray traced On
  20. Menu placement

    Whether this program's own menus sit over the picture or beside it in a panel, with the game still visible.

    Options Over the picturePanel on the rightPanel on the left
    Original Your own preference; it does not change how the game looks
    Ray traced Panel on the right
  21. Volume

    How loud the game is, as a percentage of its own volume.

    Original Your own preference; it does not change how the game looks
    Ray 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.

  1. 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.

    Options OffOn
    Original Off
    Ray traced On
  2. Shadows

    Whether traced shadows are cast at all. With this off the traced lighting still lights the scene but nothing blocks it.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  3. 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.

    Options SharpOriginalSoftSofterVery softHazy
    Original Your own preference; it does not change how the game looks
    Ray traced Softer
  4. 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.

    Options 1248
    Original Your own preference; it does not change how the game looks
    Ray traced 8
  5. 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.

    Options Game's ownNearFarEverything
    Original Your own preference; it does not change how the game looks
    Ray traced Everything
  6. 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.

    Options Off25%50%75%100%
    Original Your own preference; it does not change how the game looks
    Ray traced 50%
  7. 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.

    Options OffLightDeep
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  8. 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.

    Options OffLightOriginalStrongFull
    Original Your own preference; it does not change how the game looks
    Ray traced Full
  9. 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.

    Options 20 units40 units80 units160 units
    Original Your own preference; it does not change how the game looks
    Ray traced 160 units
  10. Occlusion rays

    How many rays the shading in corners is worked out from. More is cleaner and costs more.

    Options 4816
    Original Your own preference; it does not change how the game looks
    Ray traced 16
  11. 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.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  12. 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.

    Options 0%5%10%20%30%45%60%80%100%150%200%300%
    Original Your own preference; it does not change how the game looks
    Ray traced 100%
  13. Light strength

    How bright those lights are, as a percentage of the game's own.

    Options 0%5%10%20%30%45%60%80%100%150%200%300%
    Original Your own preference; it does not change how the game looks
    Ray traced 60%
  14. 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.

    Options OffLightOriginalStrongFull
    Original Your own preference; it does not change how the game looks
    Ray traced Original
  15. Bounce range

    How far bounced light is followed before the program stops looking.

    Options 500 units1500 units3000 units6000 units
    Original Your own preference; it does not change how the game looks
    Ray traced 1500 units
  16. Reflections

    Traced reflections in surfaces that should have them, such as water and polished floors.

    Options OffFaintOriginalStrongMirror
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  17. Reflection range

    How far into the scene reflections are worked out.

    Options Half the viewThe viewTwice the view
    Original Your own preference; it does not change how the game looks
    Ray traced Twice the view
  18. Glow density

    The haze in the air immediately around a light, as though dust were catching it.

    Options OffFaintOriginalStrongThick
    Original Your own preference; it does not change how the game looks
    Ray traced Thick
  19. Glow size

    How large that halo is, relative to the light's own radius.

    Options QuarterHalfWholeDouble
    Original Your own preference; it does not change how the game looks
    Ray traced Half
  20. Sun haze

    Shafts of sunlight in the air outdoors.

    Options OffFaintLightThick
    Original Your own preference; it does not change how the game looks
    Ray traced Faint
  21. Haze range

    How far those shafts are drawn into the distance.

    Options 800 units1400 units2500 units5000 units
    Original Your own preference; it does not change how the game looks
    Ray traced 1400 units
  22. 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.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  23. Fade with distance

    Fades traced lighting out with distance, which saves performance on things too far away to be looked at closely.

    Options OffFarMiddleNear
    Original Your own preference; it does not change how the game looks
    Ray traced Middle
  24. 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.

    Options OffLightOriginalHeavy
    Original Your own preference; it does not change how the game looks
    Ray traced Heavy
  25. Filter

    A final blur across the traced lighting, which removes what is left of the grain.

    Options OffOne stepTwo steps
    Original Your own preference; it does not change how the game looks
    Ray 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.

  1. Frame recorder

    Development only

    Writes 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.

    Options OffOn
    Leave it at Off
  2. Recording length

    Development only

    How long a recording runs before it stops by itself.

    Options 5 seconds10 seconds15 seconds20 seconds25 seconds30 seconds35 seconds40 seconds45 seconds50 seconds55 seconds1 minute
    Leave it at 5 seconds
  3. Inspect one pass

    Development only

    Replaces 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.

    Options OffShadowsRaw shadowsOcclusionLightsBounceReflectionsHistoryFog shareHitsNormals
    Leave it at Off
  4. Experiment

    Development only

    Undoes 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.

    Options OffSurfaces cappedFog by lerpGame's falloffGlow offConsole clampDepth test off
    Leave it at Off