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  1.  
  2. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  3. # read them before changing anything!
  4.  
  5. ## NOTE 1: you might want to set most of these settings in game-specific setting files
  6. # if a game has a profile the settings there overwrite the defaults specified here!
  7.  
  8. ## NOTE 2: if you want your personal settings to persist across updates
  9. # put them into a user config file (created with the "U" button below)
  10.  
  11. ########################################################################################
  12. # Graphics settings
  13.  
  14. # The actual rendering resolutions you want to use,
  15. # and how many Hz you want the game to think they work at.
  16. # format: renderResolution [width]x[height]@[hz]
  17. clearRenderResolutions
  18. #renderResolution 3200x1800@60
  19. #renderResolution 7680x4320@60
  20. renderResolution 3840x2160@60
  21. #renderResolution 4480x2520@60
  22. #renderResolution 5120x2880@60
  23. #renderResolution 7680x4320@60
  24.  
  25. # The resolution you want to downsample *to*.
  26. # Should generally always be your output device pixel size and frequency.
  27. # Writing something not supported by the display here will probably cause a crash.
  28. # 0 = main monitor resolution
  29. presentWidth 2560
  30. presentHeight 1440
  31. presentHz 60
  32.  
  33. # How many vertical traces to wait when presenting
  34. # -1 = unchanged
  35. # 0 = no vsync
  36. # 1 = standard vsync
  37. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  38. # 3 = 1/3rd refresh rate, etc.
  39. presentInterval -1
  40.  
  41. # The type of scaling you want to use.
  42. # bilinear: what GPUs generally do, cheap performance-wise
  43. # bicubic: higher quality, more expensive performance-wise
  44. # lanczos: higher quality and sharp, most expensive performance-wise
  45. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  46. scalingType bilinear
  47.  
  48. # Whether to maintain the aspect ratio if different ratios between input and output
  49. # false = stretching
  50. # true = pillar/letterboxing
  51. maintainAspectRatio true
  52.  
  53. # Forces an anisotropic filtering level
  54. # 0 = no override
  55. # N = force Aniso level N on all surfaces (eg. N=16)
  56. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  57. # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  58. # driver-level override.
  59. forceAnisoLevel 0
  60.  
  61. ########################################################################################
  62. # Compatibility Settings
  63.  
  64. # Forces the constant reporting of the downsampling resolution in all applicable
  65. # scenarios - a small selection of games needs this to show the DS resolutions
  66. forceAlwaysDownsamplingRes true
  67.  
  68. # Emulate exact flipping behaviour
  69. # requires some extra performance/memory,
  70. # but may be important for some games to work
  71. emulateFlipBehaviour false
  72.  
  73. # Restricts interception to only system dlls
  74. # might increase compatibility with 3rd-party injectors, but decrease stability
  75. interceptOnlySystemDlls false
  76.  
  77. # Force disables Steam in-game overlay from getting loaded into the process
  78. # which caused some games to crash, even if it was disabled in Steam settings
  79. preventSteamOverlay false
  80.  
  81. # Loads Steam overlay early
  82. loadSteamOverlayEarly true
  83.  
  84. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  85. loadD3DEarly false
  86.  
  87. # Forces the present resolution to be set, regardless of what the game requests
  88. # usually only makes sense in conjunction with game-specific plugins
  89. # for games with resolution limits
  90. forcePresentRes false
  91.  
  92. # For games which use strange methods to query resolutions,
  93. # injecting a new one might not work. In such cases, you can try replacing an
  94. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  95. # 0 = override disabled
  96. overrideWidth 0
  97. overrideHeight 0
  98.  
  99. # GenericDepthPlugin options
  100. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  101. # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  102. zBufCompatibilityFlag 0
  103. zBufClearIndex 0
  104.  
  105. # Override the plugin selection process to always select the given plugin
  106. # example: pluginOverride GenericDepthPlugin
  107. pluginOverride None
  108.  
  109. # Delays the detouring operation until the first hook call (like the old default injection)
  110. # may fix startup crashes in some games (e.g. Alan Wake)
  111. delayDetouring false
  112.  
  113. ########################################################################################
  114. # Windowing settings
  115.  
  116. # Hides the mouse cursor, at all times
  117. # options: "true" (= hidden) and "false" (= unchanged)
  118. hideMouseCursor false
  119.  
  120. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  121. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  122. forceBorderlessFullscreen false
  123.  
  124. # Forces "real" fullscreen (e.g. for games which only support borderless FS)
  125. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  126. forceFullscreenMode false
  127.  
  128. ########################################################################################
  129. # Image processing settings
  130. # Note: may or may not apply depending on the plugin used
  131.  
  132. ## AA
  133.  
  134. # AA toggle and quality setting
  135. # 0 = off (best performance, worst IQ)
  136. # 1 = low
  137. # 2 = medium
  138. # 3 = high
  139. # 4 = ultra (worst performance, best IQ)
  140. aaQuality 0
  141.  
  142. # AA type
  143. # either "smaa" or "fxaa", depending on your preferences
  144. aaType fxaa
  145.  
  146. ## SSAO
  147.  
  148. # Determine the type of AO used
  149. # "SAO" = Scalable Ambient Obscurance
  150. # "HBAO" = Horizon Based Ambient Occlusion
  151. # "VSSAO2" = Volumetric SSAO
  152. # "MSSAO" = Martinsh SSAO inspired by ArKano22
  153. ssaoType SAO
  154.  
  155. # Enable and set the strength of the SSAO effect
  156. # (all 3 settings have the same performance impact!)
  157. # 0 = off
  158. # 1 = low
  159. # 2 = medium
  160. # 3 = high
  161. ssaoStrength 3
  162.  
  163. # Set SSAO scale
  164. # 1 = high quality (default)
  165. # 2 = lower quality, lower impact on performance
  166. ssaoScale 2
  167.  
  168. # Set SSAO Blur type
  169. # gaussian = soft, cheap
  170. # sharp = depth-dependent, more expensive
  171. ssaoBlurType gaussian
  172.  
  173. ## DOF
  174.  
  175. # Enable Depth of Field
  176. # false = off
  177. # true = on
  178. enableDoF false
  179.  
  180. # Select the type of DOF effect
  181. # basic = basic pseudo-Bokeh DoF
  182. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  183. dofType bokeh
  184.  
  185. # Bokeh Depth of Field radius
  186. # default = 1.00
  187. # higher = more blurry (e.g. 1.1)
  188. # lower = less blurry (e.g. 0.9)
  189. # note: small changes make a large difference
  190. dofBaseRadius 1.05
  191.  
  192. ## Post
  193.  
  194. # Enable Postprocessing
  195. # false = off
  196. # true = on
  197. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  198. enablePostprocessing false
  199.  
  200. # Postprocessing type
  201. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  202. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  203. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  204. postProcessingType durante
  205.  
  206. ## Bloom
  207.  
  208. # Enable HDR Bloom
  209. # false = off
  210. # true = on
  211. # For in-depth configuration, look in "assets/bloom.fx"
  212. enableBloom false
  213.  
  214. ########################################################################################
  215. # Texture settings
  216.  
  217. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  218. # if you enable override at the same time, the overridden texture will be dumped
  219. enableTextureDumping false
  220.  
  221. # Override game textures loaded using d3dx with those from
  222. # textures\[gamename]\override\[hash].(dds|png), if available
  223. enableTextureOverride false
  224.  
  225. # Mark textures with their hash (for texture modders)
  226. # WARNING: extremely slow if a game loads many textures
  227. # (if you think a game crashed, it's probably still just loading textures)
  228. enableTextureMarking false
  229.  
  230. ########################################################################################
  231. # Mouse settings
  232. # you may have to play around with these a bit to get mouse input working correctly
  233. # while downsampling in some games
  234.  
  235. # Modify the mouse position reported by "GetCursorPos" when downsampling
  236. modifyGetCursorPos true
  237.  
  238. # Modify the mouse position set by "SetCursorPos" when downsampling
  239. modifySetCursorPos false
  240.  
  241. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  242. interceptWindowProc false
  243.  
  244. # Adjust the mouse position reported in peeked Windows messages when downsampling
  245. adjustMessagePt false
  246.  
  247. # Adjust the reported client rect when downsampling
  248. modifyGetClientRect true
  249.  
  250. # Adjust the reported window rect when downsampling
  251. modifyGetWindowRect true
  252.  
  253. ########################################################################################
  254. # Internal settings
  255.  
  256. # The amount of logging output for debugging purpose.
  257. # Should be set to 0 if everything works fine for performance reasons.
  258. logLevel 0
  259.  
  260. # Enable shader tracking
  261. # Turn on only if you want to find a PSHash/VSHash for a game!
  262. trackShaders false
  263.  
  264. # Number of seconds on-screen messages are displayed for
  265. messageSeconds 10
  266.  
  267. # The maximum degree of parallelism for screenshot encoding
  268. # N = use up to N worker threads for screenshots
  269. # 0 = synchronous (no parallelism)
  270. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  271. maxScreenshotParallelism 4
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