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Mar 16th, 2016
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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 7680x4320@60
  17.  
  18. # The resolution you want to downsample *to*.
  19. # Should generally always be your output device pixel size and frequency.
  20. # Writing something not supported by the display here will probably cause a crash.
  21. # 0 = main monitor resolution
  22. presentWidth 0
  23. presentHeight 0
  24. presentHz 0
  25.  
  26. # How many vertical traces to wait when presenting
  27. # -1 = unchanged
  28. # 0 = no vsync
  29. # 1 = standard vsync
  30. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  31. # 3 = 1/3rd refresh rate, etc.
  32. presentInterval -1
  33.  
  34. # The type of scaling you want to use.
  35. # bilinear: what GPUs generally do, cheap performance-wise
  36. # bicubic: higher quality, more expensive performance-wise
  37. # lanczos: higher quality and sharp, most expensive performance-wise
  38. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  39. scalingType bilinear
  40.  
  41. # Whether to maintain the aspect ratio if different ratios between input and output
  42. # false = stretching
  43. # true = pillar/letterboxing
  44. maintainAspectRatio true
  45.  
  46. # Forces an anisotropic filtering level
  47. # 0 = no override
  48. # N = force Aniso level N on all surfaces (eg. N=16)
  49. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  50. # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  51. # driver-level override.
  52. forceAnisoLevel 0
  53.  
  54. # Framerate Limiter
  55. # 0 = no limit, N = limit to N FPS; e.g. 125.5 = 125.5 FPS limit
  56. fpsLimit 0
  57. # How much of the FPS limiting to perform predictively at the start of a frame
  58. # higher values decrease input latency when the framerate limiter is running,
  59. # but might lead to framedrops. The maximum useful value is probably around 0.9
  60. # for games with very stable framerates. I'd suggest something like 0.7 for general use
  61. # 0.0 = default, no prediction
  62. fpsPredictiveLimitRatio 0.0
  63. # Whether to use busy waiting or sleeping to enforce FPS limit
  64. # (busy is more exact and reliable but less CPU/energy efficient)
  65. fpsLimitBusy true
  66.  
  67. ########################################################################################
  68. # Compatibility Settings
  69.  
  70. # Forces the constant reporting of the downsampling resolution in all applicable
  71. # scenarios - a small selection of games needs this to show the DS resolutions
  72. forceAlwaysDownsamplingRes false
  73.  
  74. # Emulate exact flipping behaviour
  75. # requires some extra performance/memory,
  76. # but may be important for some games to work
  77. emulateFlipBehaviour true
  78.  
  79. # Restricts interception to only system dlls
  80. # might increase compatibility with 3rd-party injectors, but decrease stability
  81. interceptOnlySystemDlls false
  82.  
  83. # Force disables Steam in-game overlay from getting loaded into the process
  84. # which caused some games to crash, even if it was disabled in Steam settings
  85. preventSteamOverlay false
  86.  
  87. # Loads Steam overlay early
  88. loadSteamOverlayEarly false
  89.  
  90. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  91. loadD3DEarly false
  92.  
  93. # Forces the present resolution to be set, regardless of what the game requests
  94. # usually only makes sense in conjunction with game-specific plugins
  95. # for games with resolution limits
  96. forcePresentRes false
  97.  
  98. # For games which use strange methods to query resolutions,
  99. # injecting a new one might not work. In such cases, you can try replacing an
  100. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  101. # 0 = override disabled
  102. overrideWidth 0
  103. overrideHeight 0
  104.  
  105. # GenericDepthPlugin options
  106. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  107. # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  108. zBufCompatibilityFlag 0
  109. zBufClearIndex 0
  110.  
  111. # Override the plugin selection process to always select the given plugin
  112. # example: pluginOverride GenericDepthPlugin
  113. pluginOverride None
  114.  
  115. ########################################################################################
  116. # Windowing settings
  117.  
  118. # Hides the mouse cursor, at all times
  119. # options: "true" (= hidden) and "false" (= unchanged)
  120. hideMouseCursor false
  121.  
  122. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  123. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  124. forceBorderlessFullscreen false
  125.  
  126. # Forces "real" fullscreen (e.g. for games which only support borderless FS)
  127. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  128. forceFullscreenMode false
  129.  
  130. ########################################################################################
  131. # Image processing settings
  132. # Note: may or may not apply depending on the plugin used
  133.  
  134. ## AA
  135.  
  136. # AA toggle and quality setting
  137. # 0 = off (best performance, worst IQ)
  138. # 1 = low
  139. # 2 = medium
  140. # 3 = high
  141. # 4 = ultra (worst performance, best IQ)
  142. aaQuality 0
  143.  
  144. # AA type
  145. # either "smaa" or "fxaa", depending on your preferences
  146. aaType fxaa
  147.  
  148. ## SSAO
  149.  
  150. # Determine the type of AO used
  151. # "SAO" = Scalable Ambient Obscurance
  152. # "HBAO" = Horizon Based Ambient Occlusion
  153. # "VSSAO2" = Volumetric SSAO
  154. # "MSSAO" = Martinsh SSAO inspired by ArKano22
  155. ssaoType SAO
  156.  
  157. # Enable and set the strength of the SSAO effect
  158. # (all 3 settings have the same performance impact!)
  159. # 0 = off
  160. # 1 = low
  161. # 2 = medium
  162. # 3 = high
  163. ssaoStrength 3
  164.  
  165. # Set SSAO scale
  166. # 1 = high quality (default)
  167. # 2 = lower quality, lower impact on performance
  168. ssaoScale 2
  169.  
  170. # Set SSAO Blur type
  171. # gaussian = soft, cheap
  172. # sharp = depth-dependent, more expensive
  173. ssaoBlurType gaussian
  174.  
  175. ## DOF
  176.  
  177. # Enable Depth of Field
  178. # false = off
  179. # true = on
  180. enableDoF false
  181.  
  182. # Select the type of DOF effect
  183. # basic = basic pseudo-Bokeh DoF
  184. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  185. dofType bokeh
  186.  
  187. # Bokeh Depth of Field radius
  188. # default = 1.00
  189. # higher = more blurry (e.g. 1.1)
  190. # lower = less blurry (e.g. 0.9)
  191. # note: small changes make a large difference
  192. dofBaseRadius 1.05
  193.  
  194. ## Post
  195.  
  196. # Enable Postprocessing
  197. # false = off
  198. # true = on
  199. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  200. enablePostprocessing false
  201.  
  202. # If postprocessing is enabled, you can add additional processing passes
  203. # with addProcessingPass. E.g. "addProcessingPass deband.fx"
  204.  
  205. # Postprocessing type
  206. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  207. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  208. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  209. postProcessingType durante
  210.  
  211. ## Bloom
  212.  
  213. # Enable HDR Bloom
  214. # false = off
  215. # true = on
  216. # For in-depth configuration, look in "assets/bloom.fx"
  217. enableBloom false
  218.  
  219. ########################################################################################
  220. # Texture settings
  221.  
  222. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  223. # if you enable override at the same time, the overridden texture will be dumped
  224. enableTextureDumping false
  225.  
  226. # Override game textures loaded using d3dx with those from
  227. # textures\[gamename]\override\[hash].(dds|png), if available
  228. enableTextureOverride false
  229.  
  230. # Mark textures with their hash (for texture modders)
  231. # WARNING: extremely slow if a game loads many textures
  232. # (if you think a game crashed, it's probably still just loading textures)
  233. enableTextureMarking false
  234.  
  235. ########################################################################################
  236. # Mouse settings
  237. # you may have to play around with these a bit to get mouse input working correctly
  238. # while downsampling in some games
  239.  
  240. # Modify the mouse position reported by "GetCursorPos" when downsampling
  241. modifyGetCursorPos true
  242.  
  243. # Modify the mouse position set by "SetCursorPos" when downsampling
  244. modifySetCursorPos true
  245.  
  246. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  247. interceptWindowProc false
  248.  
  249. # Adjust the mouse position reported in peeked Windows messages when downsampling
  250. adjustMessagePt false
  251.  
  252. # Adjust the reported client rect when downsampling
  253. modifyGetClientRect true
  254.  
  255. # Adjust the reported window rect when downsampling
  256. modifyGetWindowRect true
  257.  
  258. ########################################################################################
  259. # Internal settings
  260.  
  261. # The amount of logging output for debugging purpose.
  262. # Should be set to 0 if everything works fine for performance reasons.
  263. logLevel 0
  264.  
  265. # Enable shader tracking
  266. # Turn on only if you want to find a PSHash/VSHash for a game!
  267. trackShaders false
  268.  
  269. # Number of seconds on-screen messages are displayed for
  270. messageSeconds 10
  271.  
  272. # The maximum degree of parallelism for screenshot encoding
  273. # N = use up to N worker threads for screenshots
  274. # 0 = synchronous (no parallelism)
  275. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  276. maxScreenshotParallelism -1
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