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Settings

Everything you can change is in Longshot’s in-game menu: graphics, sound, gameplay and controls. Pick a starting point below, then look up any single setting in the list at the bottom.

Open the menu

Open or close the menu Move around it
Keyboard F1, Insert or Esc Q and E (or Tab and Shift+Tab) switch tabs, the arrow keys choose and change, Esc goes back
Controller Home, or Select and Start together (or click the touchpad on a DualShock 4 or DualSense) LB and RB switch tabs, the D-pad chooses and changes, A opens a page, B goes back
Mouse Click a tab or a row, click the left or right half of a value to lower or raise it, right-click to go back

F1 always works. Controls → Menu shortcut can take Esc or Insert off the list, for example to leave Insert to another overlay.

Your choices are saved as you go, in longshot_options.ini in the game folder. A setting marked After a restart applies the next time the game starts: when you close the menu it asks whether to restart. Later keeps the change for next time; Restart now starts the game again, and you lose any progress since your last save.

Good starting points

A first start uses the Auto (this PC) quality preset. It picks settings from your graphics card, its video memory and your screen, then adjusts the render resolution during the first minute of play. If you change nothing, that is what you get.

Your PC Quality preset Upscaler and render resolution Frame rate cap Frame generation
Steam Deck, handheld, integrated GPU or a 4 to 6 GB card Auto (this PC) picks Minimum (4GB); Low (6GB) on a 6 GB card Game’s own, as the preset sets it, or AMD FSR 3.1 at Performance 60 Off
Most PCs (8 GB card) Auto (this PC) What Auto chooses: NVIDIA DLSS on an RTX card, AMD FSR 4 on an RX 9000 where the build has it, otherwise the game’s own 60 Off
A fast PC with a high-refresh monitor High (12GB) or Ultra (16GB+) DLSS or FSR 4 at Quality, or Native (DLAA or FSR 4 Native AA) for the sharpest picture 60 2x or Auto, up to your monitor’s refresh rate
  • Keep the frame rate cap at 60. Caps from 90 to 240 and Uncapped are experimental: some bosses and cutscenes still count frames and can misbehave. For smoother motion, use frame generation instead.
  • Frame generation adds frames between the game’s own. Motion is smoother, but the game itself doesn’t run any faster and input delay goes up a little. Auto matches your display’s refresh rate. On an NVIDIA RTX 40 card or newer, with DLSS, DLAA or FSR as the upscaler, NVIDIA DLSS Frame Generation makes the frames; otherwise Longshot’s built-in frame generation does. NVIDIA Reflex and AMD Anti-Lag 2 cut the added delay; they only appear on cards that support them.
  • DLSS and DLAA look softer than the game’s own upscaler: set Sharpness to around 80% with them.
  • Ultrawide and 4:3: leave Aspect ratio on your monitor’s shape (the default). The 3D fills the screen while the HUD and movies stay in the middle.
  • HDR: turn on HDR (Expanded or Native), then set HDR peak brightness to your monitor’s.

Every setting

The menu’s own descriptions, with the choices and defaults from the menu reference. Labels on a setting say when it applies: After a restart, only on some GPUs or builds, only while HDR is on, or set for you by a quality preset.

58 settings.

GRAPHICS TAB

Quality preset

Sets the scaling rows and memory limits for a GPU with that much memory. The Upscaler and Frame generation stay yours.

Choices Custom, Minimum (4GB), Low (6GB), Balanced (8GB), High (12GB), Ultra (16GB+), Auto (this PC)

Default Auto (this PC) on a first start; Custom in an options file from before it

GRAPHICS TAB

Resolution and upscaling

Aspect ratio

  • After a restart

The picture's shape: your monitor's own (the default: wider on an ultrawide, narrower on 4:3 or 16:10), the game's 16:9, or another your screen has. The Output resolution lists that shape's sizes.

Choices and requirements

The shapes your screen’s resolutions have, narrowest first (5:4, 4:3, 16:10, 16:9, 21:9, 32:9, …), your monitor’s own marked “(monitor’s)” (after a restart)

Default Your monitor’s

Output resolution

  • After a restart

The game's whole frame, HUD included, before it is scaled to the window. Docked only.

Choices and requirements

The Aspect ratio’s sizes: your screen’s resolutions and the common ones (1440p, 4K, 5K at 16:9; 1920x1200, 2560x1600 at 16:10; 3440x1440 at 21:9; …), and 2048x1152 (the game’s own) at 16:9; your screen’s own size is marked “(native)” (after a restart)

Default 2048x1152; Auto (this PC) sets your screen’s size where the card has the memory for it

Profile

  • After a restart
  • Set by quality presets

Runs the game as the console docked or handheld.

Choices Docked, Handheld (after a restart)

Default Docked; a quality preset sets it

Upscaler

  • Depends on GPU and build

What scales the 3D up to the Output resolution.

Choices and requirements

Game’s own, NVIDIA DLSS (only in builds with NVIDIA’s DLSS SDK, below, on NVIDIA RTX GPUs), AMD FSR 3.1 (every build, on GPUs it runs on, below), AMD FSR 4 (only in builds with FSR 4, below, on GPUs AMD’s files cover), Off (no upscaling). NVIDIA DLAA and AMD FSR 4 Native AA are DLSS’s and FSR 4’s Native, chosen on the Render resolution row

Default Game’s own; Auto (this PC) chooses DLSS or FSR 4 where they run

DLSS model

  • Where DLSS runs

Which of NVIDIA's DLSS networks draws the picture.

Choices Transformer (K), Transformer 2 (M), Transformer 2 (L), NVIDIA default (shown where DLSS runs; used by DLSS and DLAA)

Default Transformer (K)

Render resolution

  • Set by quality presets

The share of the output the 3D is drawn at; the Upscaler fills in the rest.

Choices and requirements

Auto (the game’s own dynamic resolution), 100%, 75%, 67%, 50% (each with its size). With DLSS or FSR 4: Auto, Native (DLAA or FSR 4 Native AA: the 3D at full size), 92%, 83%, 75%, Quality (67%), Balanced (58%), Performance (50%), Ultra Performance (33%). With FSR 3.1: Auto, 100% (its native AA), then the same as DLSS from 92%. With Off: Auto, 100%, 75%, 67%, 50%, 33%

Default Auto; a quality preset sets it

Sharpness

  • Set by quality presets

Sharpens the picture as it goes to the window, with any filter. Too much shows halos around edges.

Choices 0 to 100%, in steps of 10

Default 0%; a quality preset sets it

GRAPHICS TAB

Frame generation and latency

Makes frames between the game's own, for smoother motion, at a little input delay. Fast motion or camera cuts can show artifacts.

Choices Off, Auto, 2x to 8x

Default Off

Who makes the frames at 2x and up. NVIDIA DLSS Frame Generation needs a temporal Upscaler (DLSS, DLAA or FSR) for the scene's depth and motion. Changes at once.

Choices and requirements

Auto (NVIDIA DLSS Frame Generation where it runs: RTX 40 and newer, with a temporal Upscaler; else the built-in one; with frame generation on, the row shows who makes the frames, as Auto: DLSS FG, and why not DLSS FG when another does), Built-in FG. Changes at once

Default Auto

Frame pacing

  • Set by quality presets

When each frame is shown.

Choices Off, On

Default Off; a quality preset turns it on

Limits frames rendered by the game. Generated frames are additional. Changes at once. Past 60 is experimental: the game keeps real time, but some cutscenes and bosses can misbehave (Gohma, the intro's narration). 60 is the safe choice. Uncapped: as fast as the PC can, still at real time; with V-Sync on, the display's refresh rate is the limit.

Choices 60 (the console’s), 90, 120, 144, 165, 240, Uncapped (changes at once)

Default 60

NVIDIA Reflex

  • NVIDIA GPUs only

NVIDIA GPUs: each frame starts as late as it can, for less input delay. With frame generation too: it paces the game's frames.

Choices Off, On, On + Boost (shown only on NVIDIA GPUs with VK_NV_low_latency2)

Default Off

AMD Anti-Lag 2

  • AMD GPUs only

AMD GPUs: each frame starts as late as it can, for less input delay. With frame generation too: it paces the game's frames.

Choices Off, On (shown only on AMD GPUs with VK_AMD_anti_lag)

Default Off

GRAPHICS TAB

Screen

Fills the whole screen with the game, without the window's border. The same as F11.

Choices Off, On (the same as F11)

Default Off

Whether a frame waits for the display's refresh before it is shown. Changes at once.

Choices Auto, On, Off

Default Auto

Window scaling filter

  • Set by quality presets

How the finished picture is scaled to the window, when its size differs from the Output resolution.

Choices Off, Catmull-Rom, Lanczos (shows “Not needed (window = output)” while the window is the Output resolution’s size)

Default Off; a quality preset sets it

With the Aspect ratio at the monitor's shape: the pause, item and map menus, and what shows beside them. Loading screens and pre-rendered movies, which draw no world either, get the same sides. Changes at once.

Choices Full width; Centred, blurred sides; Centred, black bars (with the Aspect ratio at the monitor’s shape)

Default Centred, blurred sides

GRAPHICS TAB

HDR

HDR10 out on an HDR display (Windows: Use HDR on in the display settings). Expanded: the game's SDR picture, its white at the paper white and its highlights up to the peak. Native: the game's own HDR, told the display's peak and paper white.

Choices Off, Expanded, Native (the game’s)

Default Off

HDR paper white

  • While HDR is on

How bright the picture's white is with HDR on. Around 200 for a normal room; higher in a bright one.

Choices 80 to 400 nits, in steps of 10 (while HDR is on)

Default 200 nits

HDR peak brightness

  • While HDR is on

The brightest highlights with HDR on: set it to your display's peak brightness.

Choices 400 to 4000 nits, in steps of 100 (while HDR is on)

Default 1000 nits

HDR contrast

  • While HDR is on

The HDR picture's contrast around mid grey, as the RenoDX HDR mods grade it: above 100% deeper shadows and brighter highlights, which ease into the peak brightness; below it flatter. With Native the game's own HDR picture is graded too, under the peak brightness the game is told.

Choices 50% to 200% around mid grey, in steps of 5 (while HDR is on)

Default 100%

HDR tone mapper

  • With HDR on Native

With Native, how the game's scene meets the peak brightness. Vanilla: the game's own curve. PsychoV35: RenoDX's tone mapper, the same mid grey with highlights that roll off into the peak and keep their colour.

Choices and requirements

Vanilla (the game’s curve), PsychoV35 (RenoDX’s: DLSS, FSR and TAAU do not take its scene yet, so the game’s own upscale runs) (shown only with HDR set to Native)

Default Vanilla

GRAPHICS TAB

Detail

Keeps textures sharp on surfaces seen at a slant, such as the ground ahead: higher is sharper in the distance, for a little GPU time. Game's is the console's own (1x or 2x).

Choices Game’s, 2x, 4x, 8x, 16x

Default 16x

GRAPHICS TAB

GPU and memory

GPU device

  • After a restart

Which graphics card the game runs on.

Choices Auto, or each graphics card by name (after a restart)

Default Auto

VRAM budget

  • Set by quality presets

How much video memory the game's textures may use, and its copies of game memory with them. Lower it if the game stutters after a while of play; a preset sets it.

Choices Auto, 3.6, 4.8, 6, 7.5, 9, 11 GB (2.2 GB only from the Minimum (4GB) preset); a quality preset sets it

Default Auto

AUDIO TAB

Audio

How loud the game plays. The game's own sound settings and Windows' volume still apply.

Choices 0 to 100%, in steps of 5

Default 100%

Silences the game while another window has the focus. The sound comes back when you switch to the game.

Choices Off, On

Default Off

Audio output

  • After a restart

The speakers the game mixes its sound for.

Choices Auto, Stereo, 5.1 (after a restart)

Default Auto

GAMEPLAY TAB

Gameplay

Frames per second in the top right corner, and as much more as you choose.

Choices Off, FPS, Frame time, Graph, Breakdown, Dev

Default Off

The corner the FPS counter shows in. While this menu is open it shows at the top right.

Choices Top right, Top left, Bottom right, Bottom left

Default Top right

How large this menu, the FPS counter and the start-up screen are drawn.

Choices Small, Medium, Large

Default Medium

How the game keeps time when it runs below 60 fps.

Choices Per frame, Real time

Default Real time

How much of the world you see: 100% is the original view. Higher is wider, lower is closer. Changes apply at once during gameplay. Cutscenes keep their own view.

Choices 50% to 150%, in steps of 5; applies immediately during gameplay

Default 100% (original)

How fast the letters of dialogue and other messages appear.

Choices Normal, 2x, 4x, Instant

Default Normal

How large the text of dialogue, Navi and signs is drawn.

Choices Original, 110%, 125%, 150%, 175% (dialogue, Navi and signs)

Default Original

What the ocarina hears when the game's microphone option is on (playing an instrument, or humming).

Choices Off, Default, or each microphone by name

Default Default

Game language

  • After a restart

The game's own language, its text.

Choices The game’s 16 languages, each by its own name (after a restart)

Default language.txt’s, else English (US)

The language of this menu.

Choices and requirements

Auto (the game’s language), or English, Português (Brasil), Español (Latinoamérica), Español (España), Français, Deutsch, Italiano, Nederlands, Polski, Русский, 日本語, 한국어, 简体中文, 繁體中文

Default Auto

Shows "Playing Longshot" and the time played in your Discord status, while Discord runs on this PC.

Choices Off, On (“Playing Longshot” and the time played in your Discord status, while Discord runs on this PC)

Default On

Skips the new-game opening (the story movie and Navi waking Link) and leaves later cutscenes, the Deku Tree meeting, and the title screen alone.

Choices Off, On (skips the new-game opening: the story movie and Navi waking Link; later cutscenes and the title screen stay)

Default Off

Saves what an issue needs in a new folder, bug-reports in the game folder: report.txt with the issue form's answers (this version, where you are, your graphics card and driver, CPU, RAM and system, the options and switches you changed), the logs of this run and the last one, and a picture of the game. Your user name and home folder are taken out of them. No saves or game files go in, and nothing is sent.

Choices Saves a report into a new folder in bug-reports (below)

Default —

CONTROLS TAB

Controls

Whether the controller plays the game while another window has the focus.

Choices Off, On

Default Off

How the captured mouse turns the camera.

Choices As the stick, Native

Default As the stick

Stops the camera gradually turning toward the direction you move, useful with native mouse look. Off keeps the game's standard behavior. Manual camera controls and recentering still work.

Choices Off, On

Default Off

How far the camera turns for a mouse movement, with either Mouse camera: at 1.00 native look turns 0.1 degree a count. The - and = keys change it in game too.

Choices 0.10 to 5.00, in steps of 0.10

Default 1.00

Inverts horizontal look (left/right) on the right analog stick.

Choices Off, On

Default Off

Inverts vertical look (up/down) on the right analog stick.

Choices Off, On

Default Off

How fast the right stick turns the camera, in percent of the game's own speed; the camera keys too, and the mouse with Mouse camera As the stick. The game's own camera speed setting still applies.

Choices 50% to 400%, in steps of 25

Default 100%

How far a stick moves from center in any direction before the game sees it. Lower for a precise stick, higher for one that drifts. The game's own dead zone still follows.

Choices Default (24%), 5%, 10%, 15%, 20%, 30%

Default Default (24%)

How strongly the controller rumbles, in percent of the game's rumble. Off turns it off.

Choices Off, 25% to 150%, in steps of 25

Default 100%

Layout preset

  • On the Controls page

Which face button is which. Binding one yourself on the Controls page makes it Custom.

Choices Nintendo (Def), Xbox / PC, Swap Face; Custom once you bind a button yourself (on the Controls page)

Default Nintendo (Def)

Button prompts

  • After a restart
  • On the Controls page

The button icons the game shows, in its texts and menus: those of this controller, for the buttons your controls put each action on.

Choices and requirements

Auto, Switch, Xbox, PlayStation 4, PlayStation 5, Steam Deck, Keyboard (on the Controls page; changes at once where the game allows it, else after a restart)

Default Auto

Motion controls: aiming with the controller's gyroscope, its sensitivity and its inverts.

Choices and requirements

Opens the Motion page: Motion controls (Off, On; On), Motion sensitivity X (10% to 600%) and Y (10% to 300%, in steps of 10; 100%), Invert motion X and Y (Off, On; Off), Motion deadzone (Low, Standard, High; Standard)

Default —

The layout preset, the button prompts, and which gamepad button and which keys press each of the Switch's buttons.

Choices Opens the Controls page

Default —

Which keys open and close this menu. F1 always does; F1 only leaves Insert free for an overlay. With Esc, Esc opens it too, as a PC game's pause menu (open, Esc still goes back a page or closes it).

Choices Insert or F1; F1 only; Insert, F1 or Esc

Default Insert, F1 or Esc

Which key switches between the full menu and the compact bar (or opens directly to the compact bar when held with the menu shortcut).

Choices Right Shift, Right Ctrl

Default Right Shift

Change one thing at a time

When something looks or runs wrong, change a single setting and compare the same place in the game. To report a performance problem, follow the performance steps; for bindings and controller layouts, see the controls reference.