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- # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
- # read them before changing anything!
- ########################################################################################
- # Internal settings
- # The amount of logging output for debugging purpose.
- # Should be set to 0 if everything works fine for performance reasons.
- logLevel 0
- ########################################################################################
- # Graphics settings
- # The actual rendering resolution you want to use,
- # and how many Hz you want the game to think it works at.
- #renderWidth 5120
- #renderHeight 2880
- renderWidth 4096
- renderHeight 2160
- #renderWidth 3200
- #renderHeight 1800
- reportedHz 144
- # The resolution you want to downsample *to*.
- # Should generally always be your output device pixel size and frequency.
- # Writing something not supported by the display here will probably cause a crash.
- #presentWidth 2560
- #presentHeight 1440
- presentWidth 1920
- presentHeight 1080
- presentHz 144
- # How many vertical traces to wait when presenting
- # -1 = unchanged
- # 0 = no vsync
- # 1 = standard vsync
- # 2 = half refresh rate (e.g. 30 on 60 Hz)
- # 3 = 1/3rd refresh rate, etc.
- presentInterval 1
- # The type of scaling you want to use.
- # bilinear: what GPUs generally do, cheap performance-wise
- # bicubic: higher quality, more expensive performance-wise
- scalingType bicubic
- # Emulate exact flipping behaviour
- # requires some extra performance/memory,
- # but may be important for some games to work
- emulateFlipBehaviour false
- # For games which use strange methods to query resolutions,
- # injecting a new one might not work. In such cases, you can try replacing an
- # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
- # 0 = override disabled
- overrideWidth 0
- overrideHeight 0
- ########################################################################################
- # Dark Souls 2 settings
- ## AA
- # SMAA toggle and quality setting
- # 0 = off (best performance, worst IQ)
- # 1 = low
- # 2 = medium
- # 3 = high
- # 4 = ultra (worst performance, best IQ)
- aaQuality 4
- ## SSAO
- # Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
- # 0 = off
- # 1 = low
- # 2 = medium
- # 3 = high
- ssaoStrength 2
- # Set SSAO scale
- # 1 = high quality (default)
- # 2 = lower quality, lower impact on performance
- ssaoScale 1
- ## DOF
- # Enable Depth of Field
- # false = off
- # true = on
- enableDoF true
- # Select the type of DOF effect
- # basic = basic pseudo-Bokeh DoF
- # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
- dofType basic
- # Bokeh Depth of Field radius
- # default = 1.00
- # higher = more blurry (e.g. 1.5)
- # lower = less blurry (e.g. 0.9)
- # note: small changes make a large difference
- dofBaseRadius 1.0
- ## Post
- # Enable Postprocessing
- # false = off
- # true = on
- # For in-depth configuration, look in "assets/post.fx"
- enablePostprocessing true
- ########################################################################################
- # Texture settings
- # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
- # if you enable override at the same time, the overridden texture will be dumped
- enableTextureDumping false
- # Override game textures loaded using d3dx with those from
- # textures\[gamename]\override\[hash].(dds|png), if available
- enableTextureOverride false
- # Mark textures with their hash (for texture modders)
- # WARNING: extremely slow if a game loads many textures
- # (if you think a game crashed, it's probably still just loading textures)
- enableTextureMarking false
- ########################################################################################
- # Mouse settings
- # you may have to play around with these a bit to get mouse input working correctly
- # while downsampling in some games
- # Modify the mouse position reported by "GetCursorPos" when downsampling
- modifyGetCursorPos false
- # Modify the mouse position set by "SetCursorPos" when downsampling
- modifySetCursorPos false
- # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
- interceptWindowProc false
- # Adjust the mouse position reported in peeked Windows messages when downsampling
- adjustMessagePt false
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