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DOA5 GeDoSaTo

Mar 31st, 2015
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  1. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  2.  
  3. # This is a profile file for game
  4.  
  5. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  6. # read them before changing anything!
  7.  
  8. ## NOTE 1: you might want to set most of these settings in game-specific setting files
  9. # if a game has a profile the settings there overwrite the defaults specified here!
  10.  
  11. ## NOTE 2: if you want your personal settings to persist across updates
  12. # put them into a user config file (created with the "U" button below)
  13.  
  14. ########################################################################################
  15. # Graphics settings
  16.  
  17. # The actual rendering resolutions you want to use,
  18. # and how many Hz you want the game to think they work at.
  19. # format: renderResolution [width]x[height]@[hz]
  20. renderResolution 3200x1800@60
  21. renderResolution 3840x2160@60
  22. renderResolution 4480x2520@60
  23. renderResolution 5120x2880@60
  24. renderResolution 7680x4320@60
  25.  
  26. # The resolution you want to downsample *to*.
  27. # Should generally always be your output device pixel size and frequency.
  28. # Writing something not supported by the display here will probably cause a crash.
  29. # 0 = main monitor resolution
  30. presentWidth 0
  31. presentHeight 0
  32. presentHz 60
  33.  
  34. # How many vertical traces to wait when presenting
  35. # -1 = unchanged
  36. # 0 = no vsync
  37. # 1 = standard vsync
  38. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  39. # 3 = 1/3rd refresh rate, etc.
  40. presentInterval -1
  41.  
  42. # The type of scaling you want to use.
  43. # bilinear: what GPUs generally do, cheap performance-wise
  44. # bicubic: higher quality, more expensive performance-wise
  45. # lanczos: higher quality and sharp, most expensive performance-wise
  46. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  47. scalingType bicubic
  48.  
  49. # Whether to maintain the aspect ratio if different ratios between input and output
  50. # false = stretching
  51. # true = pillar/letterboxing
  52. maintainAspectRatio true
  53.  
  54. # Forces an anisotropic filtering level
  55. # 0 = no override
  56. # N = force Aniso level N on all surfaces (eg. N=16)
  57. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  58. # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  59. # driver-level override.
  60. forceAnisoLevel 16
  61.  
  62. ########################################################################################
  63. # Compatibility Settings
  64.  
  65. # Forces the constant reporting of the downsampling resolution in all applicable
  66. # scenarios - a small selection of games needs this to show the DS resolutions
  67. forceAlwaysDownsamplingRes false
  68.  
  69. # Emulate exact flipping behaviour
  70. # requires some extra performance/memory,
  71. # but may be important for some games to work
  72. emulateFlipBehaviour false
  73.  
  74. # Restricts interception to only system dlls
  75. # might increase compatibility with 3rd-party injectors, but decrease stability
  76. interceptOnlySystemDlls false
  77.  
  78. # Force disables Steam in-game overlay from getting loaded into the process
  79. # which caused some games to crash, even if it was disabled in Steam settings
  80. preventSteamOverlay false
  81.  
  82. # Loads Steam overlay early
  83. loadSteamOverlayEarly true
  84.  
  85. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  86. loadD3DEarly false
  87.  
  88. # Forces the present resolution to be set, regardless of what the game requests
  89. # usually only makes sense in conjunction with game-specific plugins
  90. # for games with resolution limits
  91. forcePresentRes false
  92.  
  93. # For games which use strange methods to query resolutions,
  94. # injecting a new one might not work. In such cases, you can try replacing an
  95. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  96. # 0 = override disabled
  97. overrideWidth 0
  98. overrideHeight 0
  99.  
  100. # GenericDepthPlugin options
  101. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  102. # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  103. zBufCompatibilityFlag 0
  104. zBufClearIndex 0
  105.  
  106. # Override the plugin selection process to always select the given plugin
  107. # example: pluginOverride GenericDepthPlugin
  108. pluginOverride None
  109.  
  110. # Delays the detouring operation until the first hook call (like the old default injection)
  111. # may fix startup crashes in some games (e.g. Alan Wake)
  112. delayDetouring false
  113.  
  114. ########################################################################################
  115. # Windowing settings
  116.  
  117. # Hides the mouse cursor, at all times
  118. # options: "true" (= hidden) and "false" (= unchanged)
  119. hideMouseCursor false
  120.  
  121. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  122. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  123. forceBorderlessFullscreen false
  124.  
  125. # Forces "real" fullscreen (e.g. for games which only support borderless FS)
  126. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  127. forceFullscreenMode true
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