diff --git a/documents/Debugging/Debugging.md b/documents/Debugging/Debugging.md index fdb399484..a34838b29 100644 --- a/documents/Debugging/Debugging.md +++ b/documents/Debugging/Debugging.md @@ -39,6 +39,29 @@ Launch games through **Debug > Start debugging** (F5 by default). +## Configuration + +You can configure the emulator by editing the `config.toml` file found in the `user` folder created after starting the application. + +Here's a list of configuration entries that are worth changing: + +- `[General]` + - `logType`: Configures logging synchronization (`sync`/`async`) + - By default, the emulator logs messages asynchronously for better performance. Some log messages may end up being received out-of-order. + - It can be beneficial to set this to `sync` in order for the log to accurately maintain message order, at the cost of performance. + - When communicating about issues with games and the log messages aren't clear due to potentially confusing order, set this to `sync` and send that log as well. + - `logFilter`: Sets the logging category for various logging classes. + - Format: `: ...` + - Multiple classes can be set by separating them with a space. (example: `Render:Warning Debug:Critical Lib.Pad:Error`) + - Sub-classes can be specified in the same format as seen in the console/log (such as `Core.Linker`). + - All classes and sub-classes can be set by specifying a `*` symbol. (example: `Kernel.*:Critical`) + - Valid log levels: `Trace, Debug, Info, Warning, Error, Critical` - in this order, setting a level silences all levels preceding it and logs every level after it. + - Examples: + - If the log is being spammed with messages coming from Lib.Pad, you can use `Lib.Pad:Critical` to only log critical-level messages. + - If you'd like to mute everything, but still want to receive messages from Vulkan rendering: `*:Error Render.Vulkan:Info` +- `[GPU]` + - `screenWidth` and `screenHeight`: Configures the game window width and height. + ## Quick analysis This section will provide some preliminary steps to take and tips on what to do when you encounter scenarios that require debugging. diff --git a/documents/Quickstart/Quickstart.md b/documents/Quickstart/Quickstart.md index e46ec842b..a40c2057a 100644 --- a/documents/Quickstart/Quickstart.md +++ b/documents/Quickstart/Quickstart.md @@ -64,14 +64,10 @@ Here's a list of configuration entries that are worth changing: - `[General]` - `logType`: Configures logging synchronization (`sync`/`async`) - - By default, the emulator logs messages asynchronously for better performance. Some log messages may end up being received out-of-order. - It can be beneficial to set this to `sync` in order for the log to accurately maintain message order, at the cost of performance. - - When communicating about issues with games and the log messages aren't clear due to potentially confusing order, set this to `sync` and send that log as well. + - Use when sending logs to developers. See more about [reporting issues](https://github.com/shadps4-emu/shadPS4/blob/main/documents/Debugging/Debugging.md#reporting-and-communicating-about-issues). - `logFilter`: Sets the logging category for various logging classes. - - Format: `: ...` - - Multiple classes can be set by separating them with a space. (example: `Render:Warning Debug:Critical Lib.Pad:Error`) - - Sub-classes can be specified in the same format as seen in the console/log (such as `Core.Linker`). - - All classes and sub-classes can be set by specifying a `*` symbol. (example: `Kernel.*:Critical`) + - Format: `: ...`, `: <*:level> ...` - Valid log levels: `Trace, Debug, Info, Warning, Error, Critical` - in this order, setting a level silences all levels preceding it and logs every level after it. - Examples: - If the log is being spammed with messages coming from Lib.Pad, you can use `Lib.Pad:Critical` to only log critical-level messages.