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For a stable starting point, use the XboxRecomp launcher’s native (or only modestly higher) resolution scale, leave texture sharpness neutral or moderate, enable widescreen only after confirming that the game renders correctly, and begin with a 60 FPS cap when both the game and display can sustain it. If frame times are uneven, step down to 30 FPS or try adaptive rather than chasing a higher peak frame rate. Confirm every change with the in-game counter and change one variable at a time.
What XboxRecomp is and why settings vary by game
XboxRecomp is a static recompilation toolkit from sp00nznet. Its README describes converting an original Xbox game binary into a native executable for Windows, Linux, or macOS: “No emulation. No interpreter. Just raw, recompiled C.” The project documents translation from Direct3D 8 to Direct3D 11 and an Xbox-gamepad-to-XInput input layer.
The README lists version v0.15.0, “Second Reading,” dated October 2026. That version label identifies the documentation snapshot; individual recompiled titles can still behave differently because their rendering paths, timing assumptions, and input mappings are title-specific. There is no project-wide benchmark that proves one universal preset is best for every game. The recommendations below therefore use the controls the launcher exposes and favor repeatable frame times over the highest number shown by an FPS counter.
The stability-first graphics baseline
Open the title’s launcher and use its Video tab. Start with the following values, then make only one adjustment before measuring again.
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| Control | Starting choice | Why this is the safe baseline | When to change it |
|---|---|---|---|
| Resolution scale | Native, or a modest increase | It avoids an immediate and potentially large GPU-load increase while preserving the game’s intended pixel workload. | Raise it gradually when frame times remain consistent and the image is softer than you want; lower it if the counter drops or pacing becomes erratic. |
| Widescreen | Off until the title is verified, then on if correct | Some titles need title-specific handling for aspect ratio, menus, or render targets. Verifying the unmodified presentation first gives you a reference. | Enable it after checking gameplay, menus, HUD placement, and cut-scenes. Turn it back off if geometry or UI is visibly wrong. |
| Wide camera | Off initially | Changing the camera field of view is separate from changing the output aspect ratio and can expose culling or composition problems. | Try it only after widescreen itself works and the wider view is desirable for that title. |
| Texture sharpness | Neutral or moderate | A restrained filter avoids making sharpening artifacts look like rendering instability and keeps GPU work predictable. | Increase it in small steps for a clearer image; reduce it when halos, shimmering, or extra GPU load appear. |
| Frame cap | 60 FPS if the game and monitor sustain it | A fixed target gives the renderer a clear pacing goal and is appropriate for many displays. | Use 30 FPS or adaptive when 60 cannot be held evenly. Use uncapped only for diagnosis or when you have verified that pacing remains good. |
| FPS counter | On while tuning | The counter makes each change observable instead of relying on memory or peak FPS alone. | Turn it off after the profile is stable if you prefer a clean presentation. |
These are practical defaults, not a published benchmark preset. The correct result is the profile that keeps frame times consistent on your particular title and display, even if its average or peak FPS is lower than an uncapped run.
Apply the profile and verify it in the game
- Launch the title’s configuration program. In the Video tab, set resolution scale to native, leave widescreen and wide camera disabled for the first test, choose neutral or moderate texture sharpness, and select a 60 FPS cap if your display and the game can hold it.
- Start the game and establish a reference. Walk through an area that normally stresses the title rather than judging only a menu or a quiet room. Record what the frame counter shows and whether motion feels even.
- Use F9 to display the frame rate. Leave it visible while testing. A high instantaneous number does not prove smooth delivery; watch for drops and uneven motion during camera turns, effects, or streaming.
- Use F10 to step through the available caps. The documented order is adaptive, 60, 30, and off. Stop on the first mode that produces consistent motion. If 60 repeatedly misses its target, 30 can look smoother than an unstable 60.
- Change one graphics control. For example, raise resolution scale one step, test the same route again, and compare frame-time behavior. Do not change scale, sharpening, widescreen, and the cap together or you will not know which change helped.
- Check widescreen and camera independently. Turn on widescreen and inspect gameplay, HUD, menus, and cut-scenes. Only then test wide camera, because the latter can alter composition even when the aspect ratio is correct.
- Capture rendering problems. F11 saves the current frame as a picture and as a replayable capture. Use it when reporting a reproducible rendering bug, alongside the title, settings, and the step that produced it.
- Save and retest after restarting. A profile that looks good for one scene should also be checked after closing and reopening the title so that you know the settings were persisted.
How to choose a frame cap for your display
When 60 FPS is the right target
Choose 60 when the game can repeatedly reach it without visible dips and the monitor’s refresh behavior makes that target practical. A fixed 60 cap is easier to reason about than an uncapped stream that alternates between several rates. Verify it with F9 during the heaviest portions of play, not just at the title screen.
When 30 FPS is better
If a title cannot sustain 60, select 30 with F10. The lower target gives each frame more time and can remove the repeated catch-up behavior that feels like stutter at an unstable 60. Use the same route and camera movements for your comparison so that you are judging consistency rather than a different workload.
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When to try adaptive
Adaptive is useful when a fixed target does not match the title’s workload. It is a documented cap mode, not a guarantee that every scene will be smooth. Test it against 60 and 30 and keep the mode that produces the least noticeable pacing variation on your system.
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Why uncapped should not be the default
The off option removes the limiter, which can help diagnose whether the cap itself is causing a problem. It can also expose larger frame-time swings, increase GPU utilization, and make heat or power behavior less predictable. Treat it as a troubleshooting comparison unless you have already verified stable pacing without a cap.
Reducing stutter with a controlled test plan
“Stutter” can mean a low average frame rate, irregular frame delivery, a shader or asset hitch, or an input problem that feels like a graphics pause. Use this sequence to separate those causes.
- Return to a known baseline. Use native resolution scale, neutral sharpening, widescreen and wide camera off, and a 60 cap. This removes several variables before you investigate.
- Observe both the counter and the motion. F9 tells you the reported rate; your repeatable test route tells you whether delivery is even. Note exactly where a hitch occurs, such as a doorway, a camera spin, or an effect-heavy fight.
- Compare caps before raising image quality. Test 60, 30, and adaptive with the same route. If 30 is consistent while 60 is not, retain 30 and investigate other settings later.
- Reduce GPU demand in small increments. Lower resolution scale first, then texture sharpness if necessary. A modest change is easier to evaluate than a drastic drop that hides the real cause.
- Verify aspect-ratio features separately. If the hitch or visual error appears only with widescreen or wide camera, disable that feature and retest. A title can have a stable frame rate while still drawing an incorrect projection or HUD.
- Check persistence and overrides. If the game reverts after restart, inspect the configuration path and environment-variable override described below. A setting that is not being read cannot be evaluated reliably.
- Change one Windows graphics option, if needed. Use the per-app Graphics page, apply one change, restart the title, and repeat the same route. Do not stack several operating-system changes while diagnosing a single hitch.
- Record a reproducible case. Save an F11 capture when the issue is visible and note the cap, scale, widescreen state, sharpening level, and the scene where it occurs. This gives a rendering-bug report information that a screenshot alone may not provide.
Controller settings and rebinding
What works without configuration
A keyboard works out of the box. An XInput controller is supported directly as an XInput device, so a compatible pad should be available without converting it to another input standard.
Rebind with the command-line tool
From the XboxRecomp project directory, run:
py -3 -m tools.input_ui
The documented tool can rebind keyboard and pad controls for up to four players. Use it when you need a binding workflow outside the launcher or when you want to verify that the runtime can see the controller before starting the game.
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Rebind in the launcher
The launcher’s Input tab exposes keyboard and pad bindings for all four ports. Select the player or port you want to change, choose the action, and press the desired key or button. Keep each player’s map separate: a change for player two should not be assumed to alter player one.
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What to do when a controller is not detected
- Confirm the device type in Windows. The runtime expects an XInput controller. If Windows exposes the pad only through a different input interface, XboxRecomp may not receive it as an XInput device.
- Test outside the game with the binding tool. Run
py -3 -m tools.input_uiand check whether button presses are visible there. If the tool cannot see the pad, changing an in-game binding will not solve the detection problem. - Try the launcher’s Input tab. Use the correct port and explicitly bind one action. This distinguishes a detected controller with an empty map from a controller that is absent entirely.
- Inspect the game log. Look for input initialization or device-detection messages. The log can show whether the runtime opened an XInput device, rejected a device, or loaded a different mapping than expected.
- Check the correct file. Display settings and input bindings are separate. A display-file edit will not repair a missing entry in
input_bindings.json, and rebinding will not change resolution or frame caps. - Retest one player at a time. With up to four ports supported, verify the intended port before troubleshooting a second pad. This prevents a valid controller from being mistaken for an unresponsive one assigned to another player.
If Windows sees the controller as XInput, the binding tool responds, and the launcher map is correct but the title still ignores input, preserve the log and the mapping file when reporting the issue. Include the port and the action that failed rather than describing it only as “controller broken.”
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Where XboxRecomp stores settings on Windows
Per-title display configuration
On Windows, the documented per-title display file is:
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%APPDATA%xboxrecomptitles<title id>.conf
The title ID is substituted for the bracketed name. If you need to use another file, set RECOMP_DISPLAY_CONFIG=<path>. Environment variables take precedence over values in the file, so an environment setting can make an apparently correct file seem ineffective.
Verify the file the game actually read
Read the first [CONFIG] line in the game log. It identifies the configuration file used for that run. This is the fastest way to catch a typo, a stale copy, or an environment-variable override pointing somewhere unexpected.
Input bindings are separate
The input map is in input_bindings.json, not in the display .conf file. Back up the input file before experimenting with multi-player mappings, and do not assume that copying a display profile will copy controller assignments with it.
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Windows has additional per-application options at Settings > System > Display > Graphics. Select the recompiled executable and review the options available for that app. These controls are outside the XboxRecomp launcher, so treat them as a separate layer.
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Apply one operating-system change at a time, restart the title if Windows requests it, and check F9 frame pacing on the same test route. If the change does not help, revert it before trying another. Keeping a single change per test prevents a Windows option from being incorrectly credited for an improvement caused by a simultaneous XboxRecomp setting.
Useful profiles for common situations
| Situation | Profile to test first | What to watch |
|---|---|---|
| Normal 60 Hz-style play with adequate GPU headroom | Native or modestly increased scale, widescreen verified before enabling, neutral/moderate sharpening, 60 cap | Whether demanding scenes maintain even motion instead of merely showing 60 in quiet areas |
| 60 is visibly uneven | Keep image settings conservative and compare 30 against adaptive | Frame-time consistency during the same repeatable route |
| Limited GPU headroom | Native scale, neutral sharpening, widescreen off until tested, 30 or adaptive if required | Whether lowering render work removes recurring drops |
| Image looks soft but gameplay is stable | Increase texture sharpness or resolution scale one step at a time | Haloing, shimmer, and any new pacing variation |
| Aspect ratio or camera looks wrong | Return to widescreen and wide camera off, then enable each independently | HUD placement, menus, cut-scenes, geometry, and culling |
| Diagnosing the cap itself | Temporarily compare uncapped with 60, 30, and adaptive | Whether removing the limiter changes pacing; restore the most consistent cap afterward |
The table describes test profiles, not guaranteed performance levels. XboxRecomp does not publish an average-FPS figure, a stability benchmark, or a controller-reliability statistic that could turn these choices into universal promises.
Common symptoms and targeted fixes
| Symptom | Likely setting to test | Action |
|---|---|---|
| High FPS number but uneven camera motion | Frame cap | Compare the fixed 60, 30, and adaptive modes with F10; keep the smoothest delivery rather than the highest reading. |
| Performance worsens after increasing image quality | Resolution scale or sharpening | Return to the previous value, then raise only one control in a smaller step. |
| Gameplay is stretched or the HUD is misplaced | Widescreen or wide camera | Disable both, verify the original layout, and re-enable one feature at a time. |
| Game starts with old graphics values | Configuration path or override | Check the first [CONFIG] log line and inspect RECOMP_DISPLAY_CONFIG. |
| Keyboard works but pad does not | XInput recognition or binding map | Confirm Windows exposes XInput, test the binding tool, then inspect the launcher’s port mapping and log. |
| One player’s controls changed unexpectedly | Port-specific input map | Rebind the intended player in the Input tab and verify the separate input_bindings.json file. |
| Rendering error is difficult to describe | Capture workflow | Press F11 at the moment of failure and preserve the image, replayable capture, settings, and log. |
How to compare two settings profiles fairly
When deciding between profiles, compare the same title, scene, display, and route. Evaluate the following axes rather than relying on a single FPS snapshot:
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- Image clarity versus GPU load: Is the sharper image worth the additional work shown by the counter and observed in pacing?
- Widescreen and camera correctness: Are the projection, HUD, menus, and cut-scenes all composed properly?
- Controller recognition and remapping: Does the intended XInput pad appear in the tool, bind to the correct port, and remain mapped after a restart?
- Cap and refresh behavior: Does the chosen adaptive, 60, 30, or uncapped mode match what your monitor and the title can deliver consistently?
Write down each profile before testing. That simple record prevents a display-file override or an unnoticed input-map change from being mistaken for a graphics improvement.
What is and is not established by the published documentation
The project documentation establishes the launcher controls, the F9/F10/F11 shortcuts, direct XInput support, the four-player rebinding tool, the Windows display-file location, the environment-variable override, and the separation between display and input files. It does not establish a universal “best” preset, an average FPS value, a measured stutter rate, or a percentage for controller reliability.
Consequently, a stable XboxRecomp setup is a measured per-title profile: begin conservatively, verify with repeatable scenes, and keep the cap and image settings that produce consistent delivery. If a setting fixes one title but harms another, that is expected behavior for a static-recompilation project with title-specific rendering paths, not evidence that the control is universally defective.
Recommended starting point
Use the launcher’s Video tab with native or modest resolution scale, neutral or moderate texture sharpness, widescreen and wide camera enabled only after visual checks, and a 60 cap when it is sustainable. Use F9 to observe, F10 to compare cap modes, and F11 to capture rendering failures. For controls, confirm an XInput device in Windows, rebind through py -3 -m tools.input_ui or the launcher’s Input tab, and troubleshoot the separate input_bindings.json map rather than editing the display configuration.
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