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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 4096
  19. renderHeight 2160
  20. #renderWidth 3200
  21. #renderHeight 1800
  22. reportedHz 144
  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 144
  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. ## AA
  62.  
  63. # SMAA toggle and quality setting
  64. # 0 = off (best performance, worst IQ)
  65. # 1 = low
  66. # 2 = medium
  67. # 3 = high
  68. # 4 = ultra (worst performance, best IQ)
  69. aaQuality 4
  70.  
  71. ## SSAO
  72.  
  73. # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
  74. # 0 = off
  75. # 1 = low
  76. # 2 = medium
  77. # 3 = high
  78. ssaoStrength 2
  79.  
  80. # Set SSAO scale
  81. # 1 = high quality (default)
  82. # 2 = lower quality, lower impact on performance
  83. ssaoScale 1
  84.  
  85. ## DOF
  86.  
  87. # Enable Depth of Field
  88. # false = off
  89. # true = on
  90. enableDoF true
  91.  
  92. # Select the type of DOF effect
  93. # basic = basic pseudo-Bokeh DoF
  94. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  95. dofType basic
  96.  
  97. # Bokeh Depth of Field radius
  98. # default = 1.00
  99. # higher = more blurry (e.g. 1.5)
  100. # lower = less blurry (e.g. 0.9)
  101. # note: small changes make a large difference
  102. dofBaseRadius 1.0
  103.  
  104. ## Post
  105.  
  106. # Enable Postprocessing
  107. # false = off
  108. # true = on
  109. # For in-depth configuration, look in "assets/post.fx"
  110. enablePostprocessing true
  111.  
  112. ########################################################################################
  113. # Texture settings
  114.  
  115. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  116. # if you enable override at the same time, the overridden texture will be dumped
  117. enableTextureDumping false
  118.  
  119. # Override game textures loaded using d3dx with those from
  120. # textures\[gamename]\override\[hash].(dds|png), if available
  121. enableTextureOverride false
  122.  
  123. # Mark textures with their hash (for texture modders)
  124. # WARNING: extremely slow if a game loads many textures
  125. # (if you think a game crashed, it's probably still just loading textures)
  126. enableTextureMarking false
  127.  
  128. ########################################################################################
  129. # Mouse settings
  130. # you may have to play around with these a bit to get mouse input working correctly
  131. # while downsampling in some games
  132.  
  133. # Modify the mouse position reported by "GetCursorPos" when downsampling
  134. modifyGetCursorPos false
  135.  
  136. # Modify the mouse position set by "SetCursorPos" when downsampling
  137. modifySetCursorPos false
  138.  
  139. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  140. interceptWindowProc false
  141.  
  142. # Adjust the mouse position reported in peeked Windows messages when downsampling
  143. adjustMessagePt false
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