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- # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
- # read them before changing anything!
- ## NOTE 1: you might want to set most of these settings in game-specific setting files
- # if a game has a profile the settings there overwrite the defaults specified here!
- ## NOTE 2: if you want your personal settings to persist across updates
- # put them into a user config file (created with the "U" button below)
- ########################################################################################
- # Graphics settings
- # The actual rendering resolutions you want to use,
- # and how many Hz you want the game to think they work at.
- # format: renderResolution [width]x[height]@[hz]
- clearRenderResolutions
- #renderResolution 3200x1800@60
- #renderResolution 7680x4320@60
- renderResolution 3840x2160@60
- #renderResolution 4480x2520@60
- #renderResolution 5120x2880@60
- #renderResolution 7680x4320@60
- # The resolution you want to downsample *to*.
- # Should generally always be your output device pixel size and frequency.
- # Writing something not supported by the display here will probably cause a crash.
- # 0 = main monitor resolution
- presentWidth 2560
- presentHeight 1440
- presentHz 60
- # How many vertical traces to wait when presenting
- # -1 = unchanged
- # 0 = no vsync
- # 1 = standard vsync
- # 2 = half refresh rate (e.g. 30 on 60 Hz)
- # 3 = 1/3rd refresh rate, etc.
- presentInterval -1
- # The type of scaling you want to use.
- # bilinear: what GPUs generally do, cheap performance-wise
- # bicubic: higher quality, more expensive performance-wise
- # lanczos: higher quality and sharp, most expensive performance-wise
- # nearest: extremely cheap, generally ugly, but useful to upsample retro games
- scalingType bilinear
- # Whether to maintain the aspect ratio if different ratios between input and output
- # false = stretching
- # true = pillar/letterboxing
- maintainAspectRatio true
- # Forces an anisotropic filtering level
- # 0 = no override
- # N = force Aniso level N on all surfaces (eg. N=16)
- # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
- # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
- # driver-level override.
- forceAnisoLevel 0
- ########################################################################################
- # Compatibility Settings
- # Forces the constant reporting of the downsampling resolution in all applicable
- # scenarios - a small selection of games needs this to show the DS resolutions
- forceAlwaysDownsamplingRes true
- # Emulate exact flipping behaviour
- # requires some extra performance/memory,
- # but may be important for some games to work
- emulateFlipBehaviour false
- # Restricts interception to only system dlls
- # might increase compatibility with 3rd-party injectors, but decrease stability
- interceptOnlySystemDlls false
- # Force disables Steam in-game overlay from getting loaded into the process
- # which caused some games to crash, even if it was disabled in Steam settings
- preventSteamOverlay false
- # Loads Steam overlay early
- loadSteamOverlayEarly true
- # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
- loadD3DEarly false
- # Forces the present resolution to be set, regardless of what the game requests
- # usually only makes sense in conjunction with game-specific plugins
- # for games with resolution limits
- forcePresentRes false
- # For games which use strange methods to query resolutions,
- # injecting a new one might not work. In such cases, you can try replacing an
- # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
- # 0 = override disabled
- overrideWidth 0
- overrideHeight 0
- # GenericDepthPlugin options
- # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
- # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
- zBufCompatibilityFlag 0
- zBufClearIndex 0
- # Override the plugin selection process to always select the given plugin
- # example: pluginOverride GenericDepthPlugin
- pluginOverride None
- # Delays the detouring operation until the first hook call (like the old default injection)
- # may fix startup crashes in some games (e.g. Alan Wake)
- delayDetouring false
- ########################################################################################
- # Windowing settings
- # Hides the mouse cursor, at all times
- # options: "true" (= hidden) and "false" (= unchanged)
- hideMouseCursor false
- # Forces borderless windowed fullscreen mode instead of fullscreen mode
- # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
- forceBorderlessFullscreen false
- # Forces "real" fullscreen (e.g. for games which only support borderless FS)
- # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
- forceFullscreenMode false
- ########################################################################################
- # Image processing settings
- # Note: may or may not apply depending on the plugin used
- ## AA
- # AA toggle and quality setting
- # 0 = off (best performance, worst IQ)
- # 1 = low
- # 2 = medium
- # 3 = high
- # 4 = ultra (worst performance, best IQ)
- aaQuality 0
- # AA type
- # either "smaa" or "fxaa", depending on your preferences
- aaType fxaa
- ## SSAO
- # Determine the type of AO used
- # "SAO" = Scalable Ambient Obscurance
- # "HBAO" = Horizon Based Ambient Occlusion
- # "VSSAO2" = Volumetric SSAO
- # "MSSAO" = Martinsh SSAO inspired by ArKano22
- ssaoType SAO
- # Enable and set the strength of the SSAO effect
- # (all 3 settings have the same performance impact!)
- # 0 = off
- # 1 = low
- # 2 = medium
- # 3 = high
- ssaoStrength 3
- # Set SSAO scale
- # 1 = high quality (default)
- # 2 = lower quality, lower impact on performance
- ssaoScale 2
- # Set SSAO Blur type
- # gaussian = soft, cheap
- # sharp = depth-dependent, more expensive
- ssaoBlurType gaussian
- ## DOF
- # Enable Depth of Field
- # false = off
- # true = on
- enableDoF false
- # Select the type of DOF effect
- # basic = basic pseudo-Bokeh DoF
- # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
- dofType bokeh
- # Bokeh Depth of Field radius
- # default = 1.00
- # higher = more blurry (e.g. 1.1)
- # lower = less blurry (e.g. 0.9)
- # note: small changes make a large difference
- dofBaseRadius 1.05
- ## Post
- # Enable Postprocessing
- # false = off
- # true = on
- # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
- enablePostprocessing false
- # Postprocessing type
- # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
- # asmodean = postprocessing by Asmodean (with tone mapping, softer)
- # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
- postProcessingType durante
- ## Bloom
- # Enable HDR Bloom
- # false = off
- # true = on
- # For in-depth configuration, look in "assets/bloom.fx"
- enableBloom false
- ########################################################################################
- # Texture settings
- # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
- # if you enable override at the same time, the overridden texture will be dumped
- enableTextureDumping false
- # Override game textures loaded using d3dx with those from
- # textures\[gamename]\override\[hash].(dds|png), if available
- enableTextureOverride false
- # Mark textures with their hash (for texture modders)
- # WARNING: extremely slow if a game loads many textures
- # (if you think a game crashed, it's probably still just loading textures)
- enableTextureMarking false
- ########################################################################################
- # Mouse settings
- # you may have to play around with these a bit to get mouse input working correctly
- # while downsampling in some games
- # Modify the mouse position reported by "GetCursorPos" when downsampling
- modifyGetCursorPos true
- # Modify the mouse position set by "SetCursorPos" when downsampling
- modifySetCursorPos false
- # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
- interceptWindowProc false
- # Adjust the mouse position reported in peeked Windows messages when downsampling
- adjustMessagePt false
- # Adjust the reported client rect when downsampling
- modifyGetClientRect true
- # Adjust the reported window rect when downsampling
- modifyGetWindowRect true
- ########################################################################################
- # Internal settings
- # The amount of logging output for debugging purpose.
- # Should be set to 0 if everything works fine for performance reasons.
- logLevel 0
- # Enable shader tracking
- # Turn on only if you want to find a PSHash/VSHash for a game!
- trackShaders false
- # Number of seconds on-screen messages are displayed for
- messageSeconds 10
- # The maximum degree of parallelism for screenshot encoding
- # N = use up to N worker threads for screenshots
- # 0 = synchronous (no parallelism)
- # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
- maxScreenshotParallelism 4
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