bmcgill6

Yakuza GeDoSaTo Settings

Feb 27th, 2015
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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 2560x1440@60
  17. #renderResolution 3200x1800@60
  18. renderResolution 3840x2160@60
  19. #renderResolution 4480x2520@60
  20. #renderResolution 5120x2880@60
  21. #renderResolution 7680x4320@60
  22.  
  23. # The resolution you want to downsample *to*.
  24. # Should generally always be your output device pixel size and frequency.
  25. # Writing something not supported by the display here will probably cause a crash.
  26. # 0 = main monitor resolution
  27. presentWidth 1920
  28. presentHeight 1080
  29. presentHz 60
  30.  
  31. # How many vertical traces to wait when presenting
  32. # -1 = unchanged
  33. # 0 = no vsync
  34. # 1 = standard vsync
  35. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  36. # 3 = 1/3rd refresh rate, etc.
  37. presentInterval -1
  38.  
  39. # The type of scaling you want to use.
  40. # bilinear: what GPUs generally do, cheap performance-wise
  41. # bicubic: higher quality, more expensive performance-wise
  42. # lanczos: higher quality and sharp, most expensive performance-wise
  43. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  44. scalingType bicubic
  45.  
  46. # Whether to maintain the aspect ratio if different ratios between input and output
  47. # false = stretching
  48. # true = pillar/letterboxing
  49. maintainAspectRatio true
  50.  
  51. # Forces an anisotropic filtering level
  52. # 0 = no override
  53. # N = force Aniso level N on all surfaces (eg. N=16)
  54. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  55. # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  56. # driver-level override.
  57. forceAnisoLevel 0
  58.  
  59. ########################################################################################
  60. # Compatibility Settings
  61.  
  62. # Forces the constant reporting of the downsampling resolution in all applicable
  63. # scenarios - a small selection of games needs this to show the DS resolutions
  64. forceAlwaysDownsamplingRes false
  65.  
  66. # Emulate exact flipping behaviour
  67. # requires some extra performance/memory,
  68. # but may be important for some games to work
  69. emulateFlipBehaviour false
  70.  
  71. # Restricts interception to only system dlls
  72. # might increase compatibility with 3rd-party injectors, but decrease stability
  73. interceptOnlySystemDlls false
  74.  
  75. # Force disables Steam in-game overlay from getting loaded into the process
  76. # which caused some games to crash, even if it was disabled in Steam settings
  77. preventSteamOverlay false
  78.  
  79. # Loads Steam overlay early
  80. loadSteamOverlayEarly false
  81.  
  82. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  83. loadD3DEarly false
  84.  
  85. # Forces the present resolution to be set, regardless of what the game requests
  86. # usually only makes sense in conjunction with game-specific plugins
  87. # for games with resolution limits
  88. forcePresentRes false
  89.  
  90. # For games which use strange methods to query resolutions,
  91. # injecting a new one might not work. In such cases, you can try replacing an
  92. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  93. # 0 = override disabled
  94. overrideWidth 0
  95. overrideHeight 0
  96.  
  97. # GenericDepthPlugin options
  98. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  99. # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  100. zBufCompatibilityFlag 0
  101. zBufClearIndex 0
  102.  
  103. # Override the plugin selection process to always select the given plugin
  104. # example: pluginOverride GenericDepthPlugin
  105. pluginOverride None
  106.  
  107. # Delays the detouring operation until the first hook call (like the old default injection)
  108. # may fix startup crashes in some games (e.g. Alan Wake)
  109. delayDetouring false
  110.  
  111. ########################################################################################
  112. # Windowing settings
  113.  
  114. # Hides the mouse cursor, at all times
  115. # options: "true" (= hidden) and "false" (= unchanged)
  116. hideMouseCursor false
  117.  
  118. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  119. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  120. forceBorderlessFullscreen false
  121.  
  122. # Forces "real" fullscreen (e.g. for games which only support borderless FS)
  123. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  124. forceFullscreenMode false
  125.  
  126. ########################################################################################
  127. # Image processing settings
  128. # Note: may or may not apply depending on the plugin used
  129.  
  130. ## AA
  131.  
  132. # AA toggle and quality setting
  133. # 0 = off (best performance, worst IQ)
  134. # 1 = low
  135. # 2 = medium
  136. # 3 = high
  137. # 4 = ultra (worst performance, best IQ)
  138. aaQuality 0
  139.  
  140. # AA type
  141. # either "smaa" or "fxaa", depending on your preferences
  142. aaType smaa
  143.  
  144. ## SSAO
  145.  
  146. # Determine the type of AO used
  147. # "SAO" = Scalable Ambient Obscurance
  148. # "HBAO" = Horizon Based Ambient Occlusion
  149. # "VSSAO2" = Volumetric SSAO
  150. # "MSSAO" = Martinsh SSAO inspired by ArKano22
  151. ssaoType SAO
  152.  
  153. # Enable and set the strength of the SSAO effect
  154. # (all 3 settings have the same performance impact!)
  155. # 0 = off
  156. # 1 = low
  157. # 2 = medium
  158. # 3 = high
  159. ssaoStrength 0
  160.  
  161. # Set SSAO scale
  162. # 1 = high quality (default)
  163. # 2 = lower quality, lower impact on performance
  164. ssaoScale 2
  165.  
  166. # Set SSAO Blur type
  167. # gaussian = soft, cheap
  168. # sharp = depth-dependent, more expensive
  169. ssaoBlurType gaussian
  170.  
  171. ## DOF
  172.  
  173. # Enable Depth of Field
  174. # false = off
  175. # true = on
  176. enableDoF false
  177.  
  178. # Select the type of DOF effect
  179. # basic = basic pseudo-Bokeh DoF
  180. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  181. dofType bokeh
  182.  
  183. # Bokeh Depth of Field radius
  184. # default = 1.00
  185. # higher = more blurry (e.g. 1.1)
  186. # lower = less blurry (e.g. 0.9)
  187. # note: small changes make a large difference
  188. dofBaseRadius 1.05
  189.  
  190. ## Post
  191.  
  192. # Enable Postprocessing
  193. # false = off
  194. # true = on
  195. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  196. enablePostprocessing false
  197.  
  198. # Postprocessing type
  199. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  200. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  201. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  202. postProcessingType durante
  203.  
  204. ## Bloom
  205.  
  206. # Enable HDR Bloom
  207. # false = off
  208. # true = on
  209. # For in-depth configuration, look in "assets/bloom.fx"
  210. enableBloom false
  211.  
  212. ########################################################################################
  213. # Texture settings
  214.  
  215. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  216. # if you enable override at the same time, the overridden texture will be dumped
  217. enableTextureDumping false
  218.  
  219. # Override game textures loaded using d3dx with those from
  220. # textures\[gamename]\override\[hash].(dds|png), if available
  221. enableTextureOverride false
  222.  
  223. # Mark textures with their hash (for texture modders)
  224. # WARNING: extremely slow if a game loads many textures
  225. # (if you think a game crashed, it's probably still just loading textures)
  226. enableTextureMarking false
  227.  
  228. ########################################################################################
  229. # Mouse settings
  230. # you may have to play around with these a bit to get mouse input working correctly
  231. # while downsampling in some games
  232.  
  233. # Modify the mouse position reported by "GetCursorPos" when downsampling
  234. modifyGetCursorPos false
  235.  
  236. # Modify the mouse position set by "SetCursorPos" when downsampling
  237. modifySetCursorPos false
  238.  
  239. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  240. interceptWindowProc false
  241.  
  242. # Adjust the mouse position reported in peeked Windows messages when downsampling
  243. adjustMessagePt false
  244.  
  245. # Adjust the reported client rect when downsampling
  246. modifyGetClientRect false
  247.  
  248. # Adjust the reported window rect when downsampling
  249. modifyGetWindowRect false
  250.  
  251. ########################################################################################
  252. # Internal settings
  253.  
  254. # The amount of logging output for debugging purpose.
  255. # Should be set to 0 if everything works fine for performance reasons.
  256. logLevel 0
  257.  
  258. # Enable shader tracking
  259. # Turn on only if you want to find a PSHash/VSHash for a game!
  260. trackShaders false
  261.  
  262. # Number of seconds on-screen messages are displayed for
  263. messageSeconds 10
  264.  
  265. # The maximum degree of parallelism for screenshot encoding
  266. # N = use up to N worker threads for screenshots
  267. # 0 = synchronous (no parallelism)
  268. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  269. maxScreenshotParallelism 4
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