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GedoSato SH2

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Jul 11th, 2014
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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 6720
  17. renderHeight 4200
  18. #renderWidth 3360
  19. #renderHeight 2100
  20. #renderWidth 5040
  21. #renderHeight 3150
  22. #renderWidth 6720
  23. #renderHeight 4200
  24. #renderWidth 10080
  25. #renderHeight 6300
  26. reportedHz 60
  27.  
  28. # The resolution you want to downsample *to*.
  29. # Should generally always be your output device pixel size and frequency.
  30. # Writing something not supported by the display here will probably cause a crash.
  31. presentWidth 1680
  32. presentHeight 1050
  33. #presentWidth 1920
  34. #presentHeight 1080
  35. #presentWidth 1280
  36. #presentHeight 720
  37. presentHz 60
  38.  
  39. # How many vertical traces to wait when presenting
  40. # -1 = unchanged
  41. # 0 = no vsync
  42. # 1 = standard vsync
  43. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  44. # 3 = 1/3rd refresh rate, etc.
  45. presentInterval -1
  46.  
  47. # The type of scaling you want to use.
  48. # bilinear: what GPUs generally do, cheap performance-wise
  49. # bicubic: higher quality, more expensive performance-wise
  50. # lanczos: higher quality and sharp, most expensive performance-wise
  51. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  52. scalingType bicubic
  53.  
  54. ########################################################################################
  55. # Compatibility Settings
  56.  
  57. # Forces the constant reporting of the downsampling resolution in all applicable
  58. # scenarios - a small selection of games needs this to show the DS resolutions
  59. forceAlwaysDownsamplingRes false
  60.  
  61. # Emulate exact flipping behaviour
  62. # requires some extra performance/memory,
  63. # but may be important for some games to work
  64. emulateFlipBehaviour false
  65.  
  66. # Restricts interception to only system dlls
  67. # might increase compatibility with 3rd-party injectors, but decrease stability
  68. interceptOnlySystemDlls true
  69.  
  70. # For games which use strange methods to query resolutions,
  71. # injecting a new one might not work. In such cases, you can try replacing an
  72. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  73. # 0 = override disabled
  74. overrideWidth 0
  75. overrideHeight 0
  76.  
  77. ########################################################################################
  78. # Windowing settings
  79.  
  80. # Hides the mouse cursor, at all times
  81. # options: "true" (= hidden) and "false" (= unchanged)
  82. hideMouseCursor false
  83.  
  84. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  85. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  86. forceBorderlessFullscreen false
  87.  
  88. ########################################################################################
  89. # Image processing settings
  90. # Note: may or may not apply depending on the plugin used
  91.  
  92. ## AA
  93.  
  94. # AA toggle and quality setting
  95. # 0 = off (best performance, worst IQ)
  96. # 1 = low
  97. # 2 = medium
  98. # 3 = high
  99. # 4 = ultra (worst performance, best IQ)
  100. aaQuality 4
  101.  
  102. # AA type
  103. # either "smaa" or "fxaa", depending on your preferences
  104. aaType fxaa
  105.  
  106. ## SSAO
  107.  
  108. # Enable and set the strength of the SSAO effect
  109. # (all 3 settings have the same performance impact!)
  110. # 0 = off
  111. # 1 = low
  112. # 2 = medium
  113. # 3 = high
  114. ssaoStrength 0
  115.  
  116. # Set SSAO scale
  117. # 1 = high quality (default)
  118. # 2 = lower quality, lower impact on performance
  119. ssaoScale 1
  120.  
  121. # Set SSAO Blur type
  122. # gaussian = soft, cheap
  123. # sharp = depth-dependent, more expensive
  124. ssaoBlurType gaussian
  125.  
  126. ## DOF
  127.  
  128. # Enable Depth of Field
  129. # false = off
  130. # true = on
  131. enableDoF false
  132.  
  133. # Select the type of DOF effect
  134. # basic = basic pseudo-Bokeh DoF
  135. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  136. dofType bokeh
  137.  
  138. # Bokeh Depth of Field radius
  139. # default = 1.00
  140. # higher = more blurry (e.g. 1.1)
  141. # lower = less blurry (e.g. 0.9)
  142. # note: small changes make a large difference
  143. dofBaseRadius 1.05
  144.  
  145. ## Post
  146.  
  147. # Enable Postprocessing
  148. # false = off
  149. # true = on
  150. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  151. enablePostprocessing true
  152.  
  153. # Postprocessing type
  154. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  155. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  156. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  157. postProcessingType asmodean
  158.  
  159. ## Bloom
  160.  
  161. # Enable HDR Bloom
  162. # false = off
  163. # true = on
  164. # For in-depth configuration, look in "assets/bloom.fx"
  165. enableBloom true
  166.  
  167. ########################################################################################
  168. # Texture settings
  169.  
  170. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  171. # if you enable override at the same time, the overridden texture will be dumped
  172. enableTextureDumping false
  173.  
  174. # Override game textures loaded using d3dx with those from
  175. # textures\[gamename]\override\[hash].(dds|png), if available
  176. enableTextureOverride false
  177.  
  178. # Mark textures with their hash (for texture modders)
  179. # WARNING: extremely slow if a game loads many textures
  180. # (if you think a game crashed, it's probably still just loading textures)
  181. enableTextureMarking false
  182.  
  183. ########################################################################################
  184. # Mouse settings
  185. # you may have to play around with these a bit to get mouse input working correctly
  186. # while downsampling in some games
  187.  
  188. # Modify the mouse position reported by "GetCursorPos" when downsampling
  189. modifyGetCursorPos false
  190.  
  191. # Modify the mouse position set by "SetCursorPos" when downsampling
  192. modifySetCursorPos false
  193.  
  194. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  195. interceptWindowProc false
  196.  
  197. # Adjust the mouse position reported in peeked Windows messages when downsampling
  198. adjustMessagePt false
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