Skip to main content

Documentation Index

Fetch the complete documentation index at: https://mintlify.com/hedge-dev/UnleashedRecomp/llms.txt

Use this file to discover all available pages before exploring further.

The [Video] section of config.toml controls every aspect of how Unleashed Recompiled renders and displays the game. The majority of these settings are accessible from the in-game Options Menu, but a few — most notably GraphicsDevice and GraphicsAPI — must be set by editing config.toml directly. The settings below are listed using their exact TOML key names.
Press F1 in-game to open the performance overlay. It shows which GPU is currently active, along with frame time graphs and other diagnostics — useful when troubleshooting performance or verifying a GraphicsDevice override.

Display

Settings that control the window, monitor, and on-screen presentation.
SettingTypeDefaultDescription
GraphicsDevicestring"" (empty)Override the GPU used by the game. The value must be an exact match of the device name shown in the F1 performance overlay. Leave empty to let the driver select automatically.
GraphicsAPIenumAutoRendering backend to use. Valid values: Auto, D3D12 (Windows only), Vulkan.
WindowWidthinteger1280Width of the game window in pixels when not fullscreen.
WindowHeightinteger720Height of the game window in pixels when not fullscreen.
WindowSizeinteger-1Preset window size index used by the Options Menu. Set to -1 when width/height are controlled manually.
WindowXinteger(centred)Horizontal position of the window on screen in pixels. Managed automatically by the game; edit only if you need to pin the window to a precise position.
WindowYinteger(centred)Vertical position of the window on screen in pixels. Managed automatically by the game; edit only if you need to pin the window to a precise position.
WindowStateenumNormalWindow state. Valid values: Normal, Maximised (also accepts Maximized).
Monitorinteger0Zero-based index of the monitor to use in fullscreen mode.
FullscreenbooltrueLaunch the game in fullscreen mode.
AspectRatioenumAutoOverride the rendering aspect ratio. Valid values: Auto, 16:9, 4:3, Original 4:3. Use Auto to match your display. Ultrawide ratios wider than 16:9 are handled automatically when Auto is selected.
Brightnessfloat0.5Screen brightness, ranging from 0.0 (darkest) to 1.0 (brightest).
CutsceneAspectRatioenumOriginalWhether cutscenes are letterboxed to their original aspect ratio. Valid values: Original, Unlocked.
UIAlignmentModeenumEdgeControls where UI elements anchor on ultrawide displays. Edge aligns UI to the screen edges; Centre (also accepts Center) constrains it to the 16:9 safe area.
XboxColorCorrectionboolfalseApply the warm color-correction filter present in the original Xbox 360 version. Disable for more vibrant colors (matching the PS3 version, which is the intended look).
By default, cutscenes are locked to their original aspect ratio to prevent visual issues in wider formats, as the game was not designed with ultrawide cutscene presentation in mind. Enable Unlocked only if you do not mind potential presentation oddities.

Frame Rate

Settings that govern timing, latency, and the frame rate target.
SettingTypeDefaultDescription
FPSinteger60Target frame rate cap. Accepted range: 15241. Set to 241 for an effectively uncapped frame rate.
VSyncbooltrueSynchronize frame presentation with the display refresh rate to eliminate tearing.
TripleBufferingenumAutoTriple buffering mode. Valid values: Auto, On, Off. Auto lets the renderer decide based on the current VSync and API configuration.
MaxFrameLatencyinteger2Maximum number of frames the CPU is allowed to run ahead of the GPU. Lower values reduce input latency at the cost of potential performance impact.
ShowFPSboolfalseDisplay a small frame rate counter in the corner of the screen.
Using external frame rate limiters (such as RTSS or GPU driver caps) or performance overlays may degrade performance or introduce unintended side effects. Use the built-in FPS setting instead.

Rendering Quality

Settings that affect visual fidelity and GPU workload. Lowering these values is the most effective way to improve performance.
SettingTypeDefaultDescription
ResolutionScalefloat1.0Internal rendering resolution multiplier relative to the window size. 1.0 = native, 0.5 = half resolution, 2.0 = double (super-sampling).
AntiAliasingenum4x MSAAMultisample Anti-Aliasing level. Valid values: None, 2x MSAA, 4x MSAA, 8x MSAA.
TransparencyAntiAliasingbooltrueEnable Alpha-to-Coverage anti-aliasing on transparent textures with hard edges (e.g. foliage, chain-link fences).
AnisotropicFilteringinteger16Anisotropic texture filtering level. Typical values: 1 (off), 2, 4, 8, 16.
ShadowResolutionenum4096Shadow map resolution. Valid values: Original, 512, 1024, 2048, 4096, 8192. Higher values produce sharper shadows but require significantly more GPU memory. Original uses the resolution from the Xbox 360 version.
GITextureFilteringenumBicubicFiltering mode for Global Illumination (GI) baked light textures. Bicubic greatly improves the visual quality of GI compared to Bilinear.
DepthOfFieldQualityenumAutoQuality of the Depth of Field effect. Valid values: Auto, Low, Medium, High, Ultra. Auto selects a quality tier based on the current resolution scale.
MotionBlurenumOriginalMotion blur mode. Off disables it entirely. Original reproduces the Xbox 360 look. Enhanced uses more samples for a smoother blur at higher resolutions.

Example: High-Quality Configuration

[Video]
ResolutionScale = 1.5
AntiAliasing = "4x MSAA"
TransparencyAntiAliasing = true
AnisotropicFiltering = 16
ShadowResolution = "4096"
GITextureFiltering = "Bicubic"
DepthOfFieldQuality = "Auto"
MotionBlur = "Enhanced"
FPS = 60
VSync = true

Example: Performance Configuration

[Video]
ResolutionScale = 0.75
AntiAliasing = "None"
TransparencyAntiAliasing = false
AnisotropicFiltering = 4
ShadowResolution = "1024"
GITextureFiltering = "Bilinear"
DepthOfFieldQuality = "Low"
MotionBlur = "Off"
FPS = 60
VSync = true

Overriding the Graphics Device

If your system has multiple GPUs (common on gaming laptops with an integrated and a dedicated GPU) and the game is not selecting the correct one automatically, you can force a specific device:
[Video]
GraphicsDevice = "NVIDIA GeForce RTX 4070"
The name must be an exact match. Open the F1 overlay while the game is running to see the full name of the currently active device, then copy it into this field, close the game, and relaunch.

Build docs developers (and LLMs) love