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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 0
  26. presentHeight 0
  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. ########################################################################################
  45. # Compatibility Settings
  46.  
  47. # Forces the constant reporting of the downsampling resolution in all applicable
  48. # scenarios - a small selection of games needs this to show the DS resolutions
  49. forceAlwaysDownsamplingRes false
  50.  
  51. # Emulate exact flipping behaviour
  52. # requires some extra performance/memory,
  53. # but may be important for some games to work
  54. emulateFlipBehaviour false
  55.  
  56. # Restricts interception to only system dlls
  57. # might increase compatibility with 3rd-party injectors, but decrease stability
  58. interceptOnlySystemDlls false
  59.  
  60. # Force disables Steam in-game overlay from getting loaded into the process
  61. # which caused some games to crash, even if it was disabled in Steam settings
  62. preventSteamOverlay false
  63.  
  64. # Loads Steam overlay early
  65. loadSteamOverlayEarly true
  66.  
  67. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  68. loadD3DEarly false
  69.  
  70. # Forces the present resolution to be set, regardless of what the game requests
  71. # usually only makes sense in conjunction with game-specific plugins
  72. # for games with resolution limits
  73. forcePresentRes false
  74.  
  75. # For games which use strange methods to query resolutions,
  76. # injecting a new one might not work. In such cases, you can try replacing an
  77. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  78. # 0 = override disabled
  79. overrideWidth 0
  80. overrideHeight 0
  81.  
  82. # Zbuffer access compatibility flag (required for some reluctant games)
  83. # 0 = off
  84. # >0 = on (possible values: 2/3/6/7)
  85. zbufCompatibilityFlag 0
  86.  
  87. # Override the plugin selection process to always select the given plugin
  88. # example: pluginOverride GenericDepthPlugin
  89. pluginOverride None
  90.  
  91. # Delays the detouring operation until the first hook call (like the old default injection)
  92. # may fix startup crashes in some games (e.g. Alan Wake)
  93. delayDetouring false
  94.  
  95. ########################################################################################
  96. # Windowing settings
  97.  
  98. # Hides the mouse cursor, at all times
  99. # options: "true" (= hidden) and "false" (= unchanged)
  100. hideMouseCursor false
  101.  
  102. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  103. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  104. forceBorderlessFullscreen false
  105.  
  106. ########################################################################################
  107. # Image processing settings
  108. # Note: may or may not apply depending on the plugin used
  109.  
  110. ## AA
  111.  
  112. # AA toggle and quality setting
  113. # 0 = off (best performance, worst IQ)
  114. # 1 = low
  115. # 2 = medium
  116. # 3 = high
  117. # 4 = ultra (worst performance, best IQ)
  118. aaQuality 0
  119.  
  120. # AA type
  121. # either "smaa" or "fxaa", depending on your preferences
  122. aaType fxaa
  123.  
  124. ## SSAO
  125.  
  126. # Enable and set the strength of the SSAO effect
  127. # (all 3 settings have the same performance impact!)
  128. # 0 = off
  129. # 1 = low
  130. # 2 = medium
  131. # 3 = high
  132. ssaoStrength 0
  133.  
  134. # Set SSAO scale
  135. # 1 = high quality (default)
  136. # 2 = lower quality, lower impact on performance
  137. ssaoScale 1
  138.  
  139. # Set SSAO Blur type
  140. # gaussian = soft, cheap
  141. # sharp = depth-dependent, more expensive
  142. ssaoBlurType gaussian
  143.  
  144. ## DOF
  145.  
  146. # Enable Depth of Field
  147. # false = off
  148. # true = on
  149. enableDoF false
  150.  
  151. # Select the type of DOF effect
  152. # basic = basic pseudo-Bokeh DoF
  153. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  154. dofType bokeh
  155.  
  156. # Bokeh Depth of Field radius
  157. # default = 1.00
  158. # higher = more blurry (e.g. 1.1)
  159. # lower = less blurry (e.g. 0.9)
  160. # note: small changes make a large difference
  161. dofBaseRadius 1.05
  162.  
  163. ## Post
  164.  
  165. # Enable Postprocessing
  166. # false = off
  167. # true = on
  168. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  169. enablePostprocessing false
  170.  
  171. # Postprocessing type
  172. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  173. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  174. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  175. postProcessingType durante
  176.  
  177. ## Bloom
  178.  
  179. # Enable HDR Bloom
  180. # false = off
  181. # true = on
  182. # For in-depth configuration, look in "assets/bloom.fx"
  183. enableBloom false
  184.  
  185. ########################################################################################
  186. # Texture settings
  187.  
  188. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  189. # if you enable override at the same time, the overridden texture will be dumped
  190. enableTextureDumping false
  191.  
  192. # Override game textures loaded using d3dx with those from
  193. # textures\[gamename]\override\[hash].(dds|png), if available
  194. enableTextureOverride false
  195.  
  196. # Mark textures with their hash (for texture modders)
  197. # WARNING: extremely slow if a game loads many textures
  198. # (if you think a game crashed, it's probably still just loading textures)
  199. enableTextureMarking false
  200.  
  201. ########################################################################################
  202. # Mouse settings
  203. # you may have to play around with these a bit to get mouse input working correctly
  204. # while downsampling in some games
  205.  
  206. # Modify the mouse position reported by "GetCursorPos" when downsampling
  207. modifyGetCursorPos false
  208.  
  209. # Modify the mouse position set by "SetCursorPos" when downsampling
  210. modifySetCursorPos false
  211.  
  212. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  213. interceptWindowProc false
  214.  
  215. # Adjust the mouse position reported in peeked Windows messages when downsampling
  216. adjustMessagePt false
  217.  
  218. # Adjust the reported client rect when downsampling
  219. modifyGetClientRect true
  220.  
  221. # Adjust the reported window rect when downsampling
  222. modifyGetWindowRect true
  223.  
  224. ########################################################################################
  225. # Internal settings
  226.  
  227. # The amount of logging output for debugging purpose.
  228. # Should be set to 0 if everything works fine for performance reasons.
  229. logLevel 0
  230.  
  231. # The maximum degree of parallelism for screenshot encoding
  232. # N = use up to N worker threads for screenshots
  233. # 0 = synchronous (no parallelism)
  234. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  235. maxScreenshotParallelism 4
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