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- # 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]
- renderResolution 3200x1800@60
- #renderResolution 3840x2160@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 1920
- presentHeight 1080
- 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
- ____________________
- # can't select res in-game so write it here
- clearRenderResolutions
- renderResolution 3200x1800@60
- #renderResolution 3840x2160@60
- #renderResolution 5120x2880@60
- #renderResolution 1920x1080@60
- #renderResolution 7680x4320@60
- aaQuality 0
- aaType smaa
- injectPSHash 1329c9bf
- pluginHandlesDownsampling true
- forcePresentRes true
- #presentInterval -1
- #forceBorderlessFullscreen true
- logLevel 0
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