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  1. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  2. # read them before changing anything!
  3.  
  4. ## NOTE 1: you might want to set most of these settings in game-specific setting files
  5. # if a game has a profile the settings there overwrite the defaults specified here!
  6.  
  7. ## NOTE 2: if you want your personal settings to persist across updates
  8. # put them into a user config file (created with the "U" button below)
  9.  
  10. ########################################################################################
  11. # Graphics settings
  12.  
  13. # The actual rendering resolutions you want to use,
  14. # and how many Hz you want the game to think they work at.
  15. # format: renderResolution [width]x[height]@[hz]
  16. renderResolution 3200x1800@60
  17. renderResolution 3840x2160@60
  18. renderResolution 5120x2880@60
  19. renderResolution 7680x4320@60
  20.  
  21. # The resolution you want to downsample *to*.
  22. # Should generally always be your output device pixel size and frequency.
  23. # Writing something not supported by the display here will probably cause a crash.
  24. # 0 = main monitor resolution
  25. presentWidth
  26. presentHeight
  27. presentHz 60
  28.  
  29. # How many vertical traces to wait when presenting
  30. # -1 = unchanged
  31. # 0 = no vsync
  32. # 1 = standard vsync
  33. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  34. # 3 = 1/3rd refresh rate, etc.
  35. presentInterval -1
  36.  
  37. # The type of scaling you want to use.
  38. # bilinear: what GPUs generally do, cheap performance-wise
  39. # bicubic: higher quality, more expensive performance-wise
  40. # lanczos: higher quality and sharp, most expensive performance-wise
  41. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  42. scalingType bilinear
  43.  
  44. # Whether to maintain the aspect ratio if different ratios between input and output
  45. # false = stretching
  46. # true = pillar/letterboxing
  47. maintainAspectRatio true
  48.  
  49. ########################################################################################
  50. # Compatibility Settings
  51.  
  52. # Forces the constant reporting of the downsampling resolution in all applicable
  53. # scenarios - a small selection of games needs this to show the DS resolutions
  54. forceAlwaysDownsamplingRes false
  55.  
  56. # Emulate exact flipping behaviour
  57. # requires some extra performance/memory,
  58. # but may be important for some games to work
  59. emulateFlipBehaviour false
  60.  
  61. # Restricts interception to only system dlls
  62. # might increase compatibility with 3rd-party injectors, but decrease stability
  63. interceptOnlySystemDlls false
  64.  
  65. # Force disables Steam in-game overlay from getting loaded into the process
  66. # which caused some games to crash, even if it was disabled in Steam settings
  67. preventSteamOverlay false
  68.  
  69. # Loads Steam overlay early
  70. loadSteamOverlayEarly true
  71.  
  72. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  73. loadD3DEarly false
  74.  
  75. # Forces the present resolution to be set, regardless of what the game requests
  76. # usually only makes sense in conjunction with game-specific plugins
  77. # for games with resolution limits
  78. forcePresentRes false
  79.  
  80. # For games which use strange methods to query resolutions,
  81. # injecting a new one might not work. In such cases, you can try replacing an
  82. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  83. # 0 = override disabled
  84. overrideWidth 0
  85. overrideHeight 0
  86.  
  87. # [GenericDepthPlugin] Zbuffer access compatibility flags (required for some reluctant games)
  88. # zbufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7)
  89. # zBufClearIndex : delays the bypass by x number of iterations (usually 1/2/3 is fine)
  90. zbufCompatibilityFlag 0
  91. zBufClearIndex 0
  92.  
  93. # Override the plugin selection process to always select the given plugin
  94. # example: pluginOverride GenericDepthPlugin
  95. pluginOverride None
  96.  
  97. # Delays the detouring operation until the first hook call (like the old default injection)
  98. # may fix startup crashes in some games (e.g. Alan Wake)
  99. delayDetouring false
  100.  
  101. ########################################################################################
  102. # Windowing settings
  103.  
  104. # Hides the mouse cursor, at all times
  105. # options: "true" (= hidden) and "false" (= unchanged)
  106. hideMouseCursor false
  107.  
  108. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  109. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  110. forceBorderlessFullscreen false
  111.  
  112. ########################################################################################
  113. # Image processing settings
  114. # Note: may or may not apply depending on the plugin used
  115.  
  116. ## AA
  117.  
  118. # AA toggle and quality setting
  119. # 0 = off (best performance, worst IQ)
  120. # 1 = low
  121. # 2 = medium
  122. # 3 = high
  123. # 4 = ultra (worst performance, best IQ)
  124. aaQuality 4
  125.  
  126. # AA type
  127. # either "smaa" or "fxaa", depending on your preferences
  128. aaType smaa
  129.  
  130. ## SSAO
  131.  
  132. # Determine the type of AO used
  133. # "VSSAO2" = Volumetric SSAO (default)
  134. # "SAO" = Scalable Ambient Obscurance (heavy)
  135. # "MSSAO" = Martinsh SSAO inspired by ArKano22 (light)
  136. ssaoType SAO
  137.  
  138. # Enable and set the strength of the SSAO effect
  139. # (all 3 settings have the same performance impact!)
  140. # 0 = off
  141. # 1 = low
  142. # 2 = medium
  143. # 3 = high
  144. ssaoStrength 3
  145.  
  146. # Set SSAO scale
  147. # 1 = high quality (default)
  148. # 2 = lower quality, lower impact on performance
  149. ssaoScale 1
  150.  
  151. # Set SSAO Blur type
  152. # gaussian = soft, cheap
  153. # sharp = depth-dependent, more expensive
  154. ssaoBlurType gaussian
  155.  
  156. ## DOF
  157.  
  158. # Enable Depth of Field
  159. # false = off
  160. # true = on
  161. enableDoF false
  162.  
  163. # Select the type of DOF effect
  164. # basic = basic pseudo-Bokeh DoF
  165. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  166. dofType basic
  167.  
  168. # Bokeh Depth of Field radius
  169. # default = 1.00
  170. # higher = more blurry (e.g. 1.1)
  171. # lower = less blurry (e.g. 0.9)
  172. # note: small changes make a large difference
  173. dofBaseRadius 1.05
  174.  
  175. ## Post
  176.  
  177. # Enable Postprocessing
  178. # false = off
  179. # true = on
  180. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  181. enablePostprocessing true
  182.  
  183. # Postprocessing type
  184. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  185. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  186. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  187. postProcessingType durante
  188.  
  189. ## Bloom
  190.  
  191. # Enable HDR Bloom
  192. # false = off
  193. # true = on
  194. # For in-depth configuration, look in "assets/bloom.fx"
  195. enableBloom true
  196.  
  197. ########################################################################################
  198. # Texture settings
  199.  
  200. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  201. # if you enable override at the same time, the overridden texture will be dumped
  202. enableTextureDumping false
  203.  
  204. # Override game textures loaded using d3dx with those from
  205. # textures\[gamename]\override\[hash].(dds|png), if available
  206. enableTextureOverride false
  207.  
  208. # Mark textures with their hash (for texture modders)
  209. # WARNING: extremely slow if a game loads many textures
  210. # (if you think a game crashed, it's probably still just loading textures)
  211. enableTextureMarking false
  212.  
  213. ########################################################################################
  214. # Mouse settings
  215. # you may have to play around with these a bit to get mouse input working correctly
  216. # while downsampling in some games
  217.  
  218. # Modify the mouse position reported by "GetCursorPos" when downsampling
  219. modifyGetCursorPos false
  220.  
  221. # Modify the mouse position set by "SetCursorPos" when downsampling
  222. modifySetCursorPos false
  223.  
  224. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  225. interceptWindowProc false
  226.  
  227. # Adjust the mouse position reported in peeked Windows messages when downsampling
  228. adjustMessagePt false
  229.  
  230. # Adjust the reported client rect when downsampling
  231. modifyGetClientRect true
  232.  
  233. # Adjust the reported window rect when downsampling
  234. modifyGetWindowRect true
  235.  
  236. ########################################################################################
  237. # Internal settings
  238.  
  239. # The amount of logging output for debugging purpose.
  240. # Should be set to 0 if everything works fine for performance reasons.
  241. logLevel 0
  242.  
  243. # The maximum degree of parallelism for screenshot encoding
  244. # N = use up to N worker threads for screenshots
  245. # 0 = synchronous (no parallelism)
  246. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  247. maxScreenshotParallelism 4
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