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Oct 10th, 2014
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  1. # The actual rendering resolutions you want to use,
  2. # and how many Hz you want the game to think they work at.
  3. # format: renderResolution [width]x[height]@[hz]
  4. renderResolution 3200x1800@60
  5. #renderResolution 3840x2160@60
  6. #renderResolution 5120x2880@60
  7. #renderResolution 7680x4320@60
  8.  
  9.  
  10. # The resolution you want to downsample *to*.
  11. # Should generally always be your output device pixel size and frequency.
  12. # Writing something not supported by the display here will probably cause a crash.
  13. # 0 = main monitor resolution
  14. presentWidth 1920
  15. presentHeight 1080
  16. presentHz 60
  17.  
  18. # How many vertical traces to wait when presenting
  19. # -1 = unchanged
  20. # 0 = no vsync
  21. # 1 = standard vsync
  22. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  23. # 3 = 1/3rd refresh rate, etc.
  24. presentInterval -1
  25.  
  26. # The type of scaling you want to use.
  27. # bilinear: what GPUs generally do, cheap performance-wise
  28. # bicubic: higher quality, more expensive performance-wise
  29. # lanczos: higher quality and sharp, most expensive performance-wise
  30. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  31. scalingType bilinear
  32.  
  33.  
  34. ____________________
  35.  
  36.  
  37. # can't select res in-game so write it here
  38. clearRenderResolutions
  39. renderResolution 3200x1800@60
  40. #renderResolution 3840x2160@60
  41. #renderResolution 5120x2880@60
  42. #renderResolution 1920x1080@60
  43. #renderResolution 7680x4320@60
  44.  
  45. aaQuality 0
  46. aaType smaa
  47.  
  48. injectPSHash 1329c9bf
  49.  
  50. pluginHandlesDownsampling true
  51. forcePresentRes true
  52.  
  53. #presentInterval -1
  54. #forceBorderlessFullscreen true
  55.  
  56. logLevel 0
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