Fullscreen, Ultrawide & HDR

Every display, monitor, 21:9/32:9 aspect ratio, HDR10 calibration, and frame-pacing key verified directly from nx2navi.ini.example.

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Fullscreen & multi-monitor setup

By default you can toggle borderless fullscreen at any moment with F11 (or inside the F1 / Minus + Plus menu). To launch straight into fullscreen on a specific display, set these keys in nx2navi.ini:

fullscreen = 1
window_size = 2560x1440
monitor = auto          # auto | primary | 1 | 2 | display3 | dp-2
operation_mode = docked # docked (full GPU quality) | handheld

Not sure what index or connector name your secondary OLED TV uses? Run ocarina.exe --list-monitors (or ./ocarina --list-monitors on X11 Linux) to print every detected display name, resolution, and refresh rate.

Ultrawide 21:9, 32:9 & 15 UI layouts

Unlike basic aspect-ratio hacks that stretch hearts and text horizontally, NX2navi decouples internal 3D viewport aspect (game_aspect), internal render height (game_res), and HUD layout fitting (aspect):

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Key in nx2navi.iniAccepted ValuesBehavior
game_aspect16:9, window, 21:9, 32:9Sets internal 3D camera frustum width. Use window on 16:10 or custom ultrawide resolutions.
game_res1080, 1440, 1800, 2160, 2880, windowSets internal vertical render resolution before DLSS/FSR presentation.
aspectfit, stretchfit picks the closest of 15 prebuilt UI layouts (including 1280x800, 2560x1080, 3440x1440, 3840x1600, and 5120x1440) so HUD elements stay proportional.

When running 16:9 cutscenes or pillarboxed presentation on an ultrawide panel with DLSS or FSR 3.1 frame generation active, NX2navi keeps outer pillarbox bars clean so interpolated frames never smear UI edges into black borders.

HDR10: hdr = 1 vs hdr = native

NX2navi provides two distinct HDR10 output pipelines on HDR-enabled Windows 11 and Gamescope displays:

hdr = 1 (Tone-mapped HDR)
Recommended for most OLED and Mini-LED monitors. Preserves in-game Screen-tab brightness/contrast sliders (restored in v0.10.2-rc4) and maps highlights smoothly up to hdr_peak_nits.
hdr = native (Linear ST2084)
Outputs the engine's unclipped linear light buffer straight to PQ HDR10. Bypasses SDR post tone-mapping; tune exposure via hdr_game_nits and hdr_ui_nits.
hdr_peak_nits = 1000
Match your monitor's true 10% window peak luminance (for example 800 on QD-OLED monitors, 1000 on Steam Deck OLED / LG C-series, 1400 on Mini-LED).
hdr_game_nits / hdr_ui_nits
Default 203 (ITU-R BT.2408 reference white). Lower hdr_ui_nits = 140 on OLED displays to protect against static heart-meter burn-in.

High-FPS timing, RTSS handoff & hotkeys

Hotkey / KeyAction / Effect
F1 or Minus + PlusOpens the live NX2navi configuration overlay without restarting.
F10 or L3 + R3Cycles the Vulkan frame-time, FPS, VRAM, and upscaler telemetry overlay.
F11Toggles borderless fullscreen and windowed mode.
F8Writes a diagnostic bug-report bundle to logs/bugs/.
rtss = 1Hands frame-pacing duty cleanly to RivaTuner Statistics Server when RTSS is detected, avoiding double limiters.

Controllers for SDL3 & Gyro

NX2navi reads SDL3 gamepads directly with 6-axis motion aiming (motion = 1), HD rumble (rumble_hd = 1), and prebuilt Nintendo, Xbox, PlayStation, and Steam Deck button prompt packs:

ControllerNX2navi Input & Prompt FeaturesConnectionAmazon
8BitDo Ultimate 2 Bluetooth ControllerSwitch / XInput mode, 6-axis gyro aim & Hall-effect sticks (prompts = nintendo)Bluetooth / 2.4G / USB-CView controller
Sony DualSense Wireless Controller6-axis gyro bow & hookshot aim, adaptive triggers & prompts = playstationUSB-C / BluetoothView controller
GameSir Cyclone 2 Wireless ControllerTMR sticks, low-latency PC wireless & gyro motion in Switch mode2.4G Dongle / Bluetooth / USB-CView controller
Xbox Wireless ControllerPlug-and-play Windows & Linux SDL3 mapping with prompts = xboxBluetooth / USB-CView controller

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Common questions

Verified answers for Windows, Linux, Steam Deck, and local .nup builds.

Why are Screen brightness sliders greyed out in HDR?

In hdr = native mode, SDR screen tone-mapping is bypassed by design. If you use hdr = 1 and sliders were inactive in v0.10.1, update to Preview v0.10.2-rc4 which restored live Screen-tab controls for tone-mapped HDR.

Can I use NVIDIA RTX 50 Multi-Frame Generation (3x / 4x)?

Yes. Set taa = dlss, framegen = dlss, and framegen_multiplier = 3 or 4 on Windows (or fg_mult = 3/4 on Linux with NVIDIA NGX). Keep base render rate at 60+ FPS so input latency stays crisp.

Does uncapped FPS speed up physics, Link's jumps, or Ocarina song timing?

With realtime = 1 and highfps_fix = 1 (enabled by default), game actor logic runs deterministically at 30 Hz while camera rotation, matrices, and HUD render at your full fps_limit.