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  1. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  2.  
  3. # This is a user config file override for config\GeDoSaTo.ini
  4. # Look in that file for possible settings and their documentation
  5. # Add your custom settings below
  6.  
  7. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
  8. # read them before changing anything!
  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.  
  17. renderResolution 2560x1600@60
  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 60
  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. ########################################################################################
  42. # Compatibility Settings
  43.  
  44. # Forces the constant reporting of the downsampling resolution in all applicable
  45. # scenarios - a small selection of games needs this to show the DS resolutions
  46. forceAlwaysDownsamplingRes false
  47.  
  48. # Emulate exact flipping behaviour
  49. # requires some extra performance/memory,
  50. # but may be important for some games to work
  51. emulateFlipBehaviour false
  52.  
  53. # Restricts interception to only system dlls
  54. # might increase compatibility with 3rd-party injectors, but decrease stability
  55. interceptOnlySystemDlls false
  56.  
  57. # Force disables Steam in-game overlay from getting loaded into the process
  58. # which caused some games to crash, even if it was disabled in Steam settings
  59. preventSteamOverlay true
  60.  
  61. # Loads Steam overlay early
  62. loadSteamOverlayEarly true
  63.  
  64. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  65. loadD3DEarly false
  66.  
  67. # Forces the present resolution to be set, regardless of what the game requests
  68. # usually only makes sense in conjunction with game-specific plugins
  69. # for games with resolution limits
  70. forcePresentRes false
  71.  
  72. # For games which use strange methods to query resolutions,
  73. # injecting a new one might not work. In such cases, you can try replacing an
  74. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  75. # 0 = override disabled
  76. overrideWidth 0
  77. overrideHeight 0
  78.  
  79. # Zbuffer access compatibility flag (required for some reluctant games)
  80. # 0 = off
  81. # >0 = on (possible values: 2/3/6/7)
  82. zbufCompatibilityFlag 0
  83.  
  84. # Override the plugin selection process to always select the given plugin
  85. # example: pluginOverride GenericDepthPlugin
  86. pluginOverride None
  87.  
  88. # Delays the detouring operation until the first hook call (like the old default injection)
  89. # may fix startup crashes in some games (e.g. Alan Wake)
  90. delayDetouring false
  91.  
  92. ########################################################################################
  93. # Windowing settings
  94.  
  95. # Hides the mouse cursor, at all times
  96. # options: "true" (= hidden) and "false" (= unchanged)
  97. hideMouseCursor false
  98.  
  99. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  100. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  101. forceBorderlessFullscreen false
  102.  
  103. ########################################################################################
  104. # Image processing settings
  105. # Note: may or may not apply depending on the plugin used
  106.  
  107. ## AA
  108.  
  109. # AA toggle and quality setting
  110. # 0 = off (best performance, worst IQ)
  111. # 1 = low
  112. # 2 = medium
  113. # 3 = high
  114. # 4 = ultra (worst performance, best IQ)
  115. aaQuality 0
  116.  
  117. # AA type
  118. # either "smaa" or "fxaa", depending on your preferences
  119. aaType smaa
  120.  
  121. ## SSAO
  122.  
  123. # Enable and set the strength of the SSAO effect
  124. # (all 3 settings have the same performance impact!)
  125. # 0 = off
  126. # 1 = low
  127. # 2 = medium
  128. # 3 = high
  129. ssaoStrength 3
  130.  
  131. # Set SSAO scale
  132. # 1 = high quality (default)
  133. # 2 = lower quality, lower impact on performance
  134. ssaoScale 1
  135.  
  136. # Set SSAO Blur type
  137. # gaussian = soft, cheap
  138. # sharp = depth-dependent, more expensive
  139. ssaoBlurType gaussian
  140.  
  141. ## DOF
  142.  
  143. # Enable Depth of Field
  144. # false = off
  145. # true = on
  146. enableDoF false
  147.  
  148. # Select the type of DOF effect
  149. # basic = basic pseudo-Bokeh DoF
  150. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  151. dofType bokeh
  152.  
  153. # Bokeh Depth of Field radius
  154. # default = 1.00
  155. # higher = more blurry (e.g. 1.1)
  156. # lower = less blurry (e.g. 0.9)
  157. # note: small changes make a large difference
  158. dofBaseRadius 0.95
  159.  
  160. ## Post
  161.  
  162. # Enable Postprocessing
  163. # false = off
  164. # true = on
  165. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  166. enablePostprocessing true
  167.  
  168. # Postprocessing type
  169. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  170. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  171. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  172. postProcessingType asmodean
  173.  
  174. ## Bloom
  175.  
  176. # Enable HDR Bloom
  177. # false = off
  178. # true = on
  179. # For in-depth configuration, look in "assets/bloom.fx"
  180. enableBloom false
  181.  
  182. ########################################################################################
  183. # Texture settings
  184.  
  185. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  186. # if you enable override at the same time, the overridden texture will be dumped
  187. enableTextureDumping false
  188.  
  189. # Override game textures loaded using d3dx with those from
  190. # textures\[gamename]\override\[hash].(dds|png), if available
  191. enableTextureOverride false
  192.  
  193. # Mark textures with their hash (for texture modders)
  194. # WARNING: extremely slow if a game loads many textures
  195. # (if you think a game crashed, it's probably still just loading textures)
  196. enableTextureMarking false
  197.  
  198. ########################################################################################
  199. # Mouse settings
  200. # you may have to play around with these a bit to get mouse input working correctly
  201. # while downsampling in some games
  202.  
  203. # Modify the mouse position reported by "GetCursorPos" when downsampling
  204. modifyGetCursorPos false
  205.  
  206. # Modify the mouse position set by "SetCursorPos" when downsampling
  207. modifySetCursorPos false
  208.  
  209. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  210. interceptWindowProc false
  211.  
  212. # Adjust the mouse position reported in peeked Windows messages when downsampling
  213. adjustMessagePt false
  214.  
  215. # Adjust the reported client rect when downsampling
  216. modifyGetClientRect true
  217.  
  218. # Adjust the reported window rect when downsampling
  219. modifyGetWindowRect true
  220.  
  221. ########################################################################################
  222. # Internal settings
  223.  
  224. # The amount of logging output for debugging purpose.
  225. # Should be set to 0 if everything works fine for performance reasons.
  226. logLevel 0
  227.  
  228. # The maximum degree of parallelism for screenshot encoding
  229. # N = use up to N worker threads for screenshots
  230. # 0 = synchronous (no parallelism)
  231. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  232. maxScreenshotParallelism 4
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