The objective is to maximize the Resolution Factor while using Bicubic Filtering to smooth out the transition between low-res source textures and high-res rendered geometry.
1. Locating the Configuration File
Depending on your platform, the file is located here:
- Windows:
%AppData%\Citra\config\config.ini - Android:
Documents/citra-emu/config/config.ini
2. The “4K Ultra” Config Fragment
Open your config.ini and locate the [Renderer] section. For a 4K display, you want to set the factor to at least 9 or 10, but ensure the following flags are synchronized:
| Parameter | Recommended Value | Technical Purpose |
graphics_api | 1 (Vulkan) | Lowest driver overhead; essential for high resolution scaling. |
resolution_factor | 9 (for 4K) | Sets the internal resolution to ~2160p ($9 \times 240p$). |
texture_filter | 2 (Bicubic) | Smooths textures without the “oil painting” look of xBRZ. |
use_hw_shader | true | Required for GPU-side scaling; disabling this will crush your CPU. |
use_accurate_mul | false | Disable for performance unless you see “Vertex Explosions.” |
3. Fixing the “Internal Resolution Hack” (Android)
In 2026, some mobile chipsets (Snapdragon 8 Gen 4+) can actually handle $4 \times$ resolution but struggle with Citra’s default UI caps.
- The Hack: In your
config.ini, look forresolution_factor. On mid-range devices, setting this to200(a specific flag for some forks) forces the GPU to ignore standard caps, potentially gaining 5-10 FPS by bypassing the standard resolution-stepping logic ($R_{logic}$).
4. Technical Synergy: Post-Processing Shaders
Resolution scaling fixes the geometry (lines), but not the textures. To make 3DS games look truly modern at 4K:
- Set
pp_shader_namein yourconfig.initoAnime4KorAMD_FSR. - Enable “Stereoscopic 3D” if you are using a VR headset or a 3D-capable display; Citra’s upscaler correctly maps depth at high resolutions, making the 3D effect sharper than on the original hardware.