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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. ########################################################################################
  5. # Internal settings
  6.  
  7. # The amount of logging output for debugging purpose.
  8. # Should be set to 0 if everything works fine for performance reasons.
  9. logLevel 0
  10.  
  11. ########################################################################################
  12. # Graphics settings
  13.  
  14. # The actual rendering resolution you want to use,
  15. # and how many Hz you want the game to think it works at.
  16. #renderWidth 5120
  17. #renderHeight 2880
  18. #renderWidth 3840
  19. #renderHeight 2160
  20. renderWidth 2560
  21. renderHeight 1440
  22. reportedHz 60
  23.  
  24. # The resolution you want to downsample *to*.
  25. # Should generally always be your output device pixel size and frequency.
  26. # Writing something not supported by the display here will probably cause a crash.
  27. #presentWidth 2560
  28. #presentHeight 1440
  29. presentWidth 1920
  30. presentHeight 1080
  31. presentHz 120
  32.  
  33. # How many vertical traces to wait when presenting
  34. # -1 = unchanged
  35. # 0 = no vsync
  36. # 1 = standard vsync
  37. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  38. # 3 = 1/3rd refresh rate, etc.
  39. presentInterval -1
  40.  
  41. # The type of scaling you want to use.
  42. # bilinear: what GPUs generally do, cheap performance-wise
  43. # bicubic: higher quality, more expensive performance-wise
  44. scalingType bicubic
  45.  
  46. # Emulate exact flipping behaviour
  47. # requires some extra performance/memory,
  48. # but may be important for some games to work
  49. emulateFlipBehaviour false
  50.  
  51. # For games which use strange methods to query resolutions,
  52. # injecting a new one might not work. In such cases, you can try replacing an
  53. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  54. # 0 = override disabled
  55. overrideWidth 0
  56. overrideHeight 0
  57.  
  58. ########################################################################################
  59. # Dark Souls 2 settings
  60.  
  61. # SMAA toggle and quality setting
  62. # 0 = off (best performance, worst IQ)
  63. # 1 = low
  64. # 2 = medium
  65. # 3 = high
  66. # 4 = ultra (worst performance, best IQ)
  67. aaQuality 3
  68.  
  69. # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
  70. # 0 = off
  71. # 1 = low
  72. # 2 = medium
  73. # 3 = high
  74. ssaoStrength 2
  75.  
  76. # Set SSAO scale
  77. # 1 = high quality (default)
  78. # 2 = lower quality, lower impact on performance
  79. ssaoScale 2
  80.  
  81. # Enable Bokeh Depth of Field
  82. # false = off
  83. # true = on
  84. # WARNING: high performance impact
  85. enableDoF false
  86.  
  87. # Bokeh Depth of Field radius
  88. # default = 1.00
  89. # higher = more blurry (e.g. 1.5)
  90. # lower = less blurry (e.g. 0.9)
  91. # note: small changes make a large difference
  92. dofBaseRadius 1.0
  93.  
  94. # Enable Postprocessing
  95. # false = off
  96. # true = on
  97. # For in-depth configuration, look in "assets/post.fx"
  98. enablePostprocessing true
  99.  
  100. ########################################################################################
  101. # Texture settings
  102.  
  103. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  104. # if you enable override at the same time, the overridden texture will be dumped
  105. enableTextureDumping false
  106.  
  107. # Override game textures loaded using d3dx with those from
  108. # textures\[gamename]\override\[hash].(dds|png), if available
  109. enableTextureOverride false
  110.  
  111. # Mark textures with their hash (for texture modders)
  112. # WARNING: extremely slow if a game loads many textures
  113. # (if you think a game crashed, it's probably still just loading textures)
  114. enableTextureMarking false
  115.  
  116. ########################################################################################
  117. # Mouse settings
  118. # you may have to play around with these a bit to get mouse input working correctly
  119. # while downsampling in some games
  120.  
  121. # Modify the mouse position reported by "GetCursorPos" when downsampling
  122. modifyGetCursorPos false
  123.  
  124. # Modify the mouse position set by "SetCursorPos" when downsampling
  125. modifySetCursorPos false
  126.  
  127. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  128. interceptWindowProc false
  129.  
  130. # Adjust the mouse position reported in peeked Windows messages when downsampling
  131. adjustMessagePt false
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