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gedosato_user.ini - strelokgunslinger

Sep 5th, 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. ## 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. #16:9
  17. renderResolution 3200x1800@60
  18. renderResolution 3840x2160@60 #4K
  19. #renderResolution 4000x2250@60
  20. #renderResolution 5120x2880@60
  21. #renderResolution 5760x3240@60
  22. #renderResolution 6720x3780@60
  23. renderResolution 7680x4320@60 #8K
  24.  
  25. #3:4
  26. #renderResolution 3600x4800@60
  27. #renderResolution 4200x5600@60
  28. #renderResolution 4500x6000@60
  29.  
  30. #2:1
  31. #renderResolution 5760x2880@60
  32. #renderResolution 7680x3840@60
  33.  
  34. #21:9
  35. #renderResolution 5120x2160@60
  36. #renderResolution 5760x2430@60
  37. #renderResolution 7680x3240@60
  38.  
  39. #3:1
  40. #renderResolution 3240x1080@60
  41.  
  42. # The resolution you want to downsample *to*.
  43. # Should generally always be your output device pixel size and frequency.
  44. # Writing something not supported by the display here will probably cause a crash.
  45. # 0 = main monitor resolution
  46. presentWidth 0
  47. presentHeight 0
  48. presentHz 60
  49.  
  50. # How many vertical traces to wait when presenting
  51. # -1 = unchanged
  52. # 0 = no vsync
  53. # 1 = standard vsync
  54. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  55. # 3 = 1/3rd refresh rate, etc.
  56. presentInterval -1
  57.  
  58. # The type of scaling you want to use.
  59. # bilinear: what GPUs generally do, cheap performance-wise
  60. # bicubic: higher quality, more expensive performance-wise
  61. # lanczos: higher quality and sharp, most expensive performance-wise
  62. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  63. scalingType bicubic
  64.  
  65. # Whether to maintain the aspect ratio if different ratios between input and output
  66. # false = stretching
  67. # true = pillar/letterboxing
  68. maintainAspectRatio true
  69.  
  70. ########################################################################################
  71. # Compatibility Settings
  72.  
  73. # Forces the constant reporting of the downsampling resolution in all applicable
  74. # scenarios - a small selection of games needs this to show the DS resolutions
  75. forceAlwaysDownsamplingRes false
  76.  
  77. # Emulate exact flipping behaviour
  78. # requires some extra performance/memory,
  79. # but may be important for some games to work
  80. emulateFlipBehaviour false
  81.  
  82. # Restricts interception to only system dlls
  83. # might increase compatibility with 3rd-party injectors, but decrease stability
  84. interceptOnlySystemDlls false
  85.  
  86. # Force disables Steam in-game overlay from getting loaded into the process
  87. # which caused some games to crash, even if it was disabled in Steam settings
  88. preventSteamOverlay false
  89.  
  90. # Loads Steam overlay early
  91. loadSteamOverlayEarly true
  92.  
  93. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  94. loadD3DEarly false
  95.  
  96. # Forces the present resolution to be set, regardless of what the game requests
  97. # usually only makes sense in conjunction with game-specific plugins
  98. # for games with resolution limits
  99. forcePresentRes false
  100.  
  101. # For games which use strange methods to query resolutions,
  102. # injecting a new one might not work. In such cases, you can try replacing an
  103. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  104. # 0 = override disabled
  105. overrideWidth 0
  106. overrideHeight 0
  107.  
  108. # Zbuffer access compatibility flag (required for some reluctant games)
  109. # 0 = off
  110. # >0 = on (possible values: 2/3/6/7)
  111. zbufCompatibilityFlag 0
  112.  
  113. # Override the plugin selection process to always select the given plugin
  114. # example: pluginOverride GenericDepthPlugin
  115. pluginOverride None
  116.  
  117. # Delays the detouring operation until the first hook call (like the old default injection)
  118. # may fix startup crashes in some games (e.g. Alan Wake)
  119. delayDetouring false
  120.  
  121. ########################################################################################
  122. # Windowing settings
  123.  
  124. # Hides the mouse cursor, at all times
  125. # options: "true" (= hidden) and "false" (= unchanged)
  126. hideMouseCursor false
  127.  
  128. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  129. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  130. forceBorderlessFullscreen false
  131.  
  132. ########################################################################################
  133. # Image processing settings
  134. # Note: may or may not apply depending on the plugin used
  135.  
  136. ## AA
  137.  
  138. # AA toggle and quality setting
  139. # 0 = off (best performance, worst IQ)
  140. # 1 = low
  141. # 2 = medium
  142. # 3 = high
  143. # 4 = ultra (worst performance, best IQ)
  144. aaQuality 0
  145.  
  146. # AA type
  147. # either "smaa" or "fxaa", depending on your preferences
  148. aaType fxaa
  149.  
  150. ## SSAO
  151.  
  152. # Enable and set the strength of the SSAO effect
  153. # (all 3 settings have the same performance impact!)
  154. # 0 = off
  155. # 1 = low
  156. # 2 = medium
  157. # 3 = high
  158. ssaoStrength 3
  159.  
  160. # Set SSAO scale
  161. # 1 = high quality (default)
  162. # 2 = lower quality, lower impact on performance
  163. ssaoScale 2
  164.  
  165. # Set SSAO Blur type
  166. # gaussian = soft, cheap
  167. # sharp = depth-dependent, more expensive
  168. ssaoBlurType sharp
  169.  
  170. ## DOF
  171.  
  172. # Enable Depth of Field
  173. # false = off
  174. # true = on
  175. enableDoF false
  176.  
  177. # Select the type of DOF effect
  178. # basic = basic pseudo-Bokeh DoF
  179. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  180. dofType bokeh
  181.  
  182. # Bokeh Depth of Field radius
  183. # default = 1.00
  184. # higher = more blurry (e.g. 1.1)
  185. # lower = less blurry (e.g. 0.9)
  186. # note: small changes make a large difference
  187. dofBaseRadius 1.05
  188.  
  189. ## Post
  190.  
  191. # Enable Postprocessing
  192. # false = off
  193. # true = on
  194. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  195. enablePostprocessing false
  196.  
  197. # Postprocessing type
  198. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  199. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  200. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  201. postProcessingType durante
  202.  
  203. ## Bloom
  204.  
  205. # Enable HDR Bloom
  206. # false = off
  207. # true = on
  208. # For in-depth configuration, look in "assets/bloom.fx"
  209. enableBloom false
  210.  
  211. ########################################################################################
  212. # Texture settings
  213.  
  214. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  215. # if you enable override at the same time, the overridden texture will be dumped
  216. enableTextureDumping false
  217.  
  218. # Override game textures loaded using d3dx with those from
  219. # textures\[gamename]\override\[hash].(dds|png), if available
  220. enableTextureOverride false
  221.  
  222. # Mark textures with their hash (for texture modders)
  223. # WARNING: extremely slow if a game loads many textures
  224. # (if you think a game crashed, it's probably still just loading textures)
  225. enableTextureMarking false
  226.  
  227. ########################################################################################
  228. # Mouse settings
  229. # you may have to play around with these a bit to get mouse input working correctly
  230. # while downsampling in some games
  231.  
  232. # Modify the mouse position reported by "GetCursorPos" when downsampling
  233. modifyGetCursorPos false
  234.  
  235. # Modify the mouse position set by "SetCursorPos" when downsampling
  236. modifySetCursorPos false
  237.  
  238. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  239. interceptWindowProc false
  240.  
  241. # Adjust the mouse position reported in peeked Windows messages when downsampling
  242. adjustMessagePt false
  243.  
  244. # Adjust the reported client rect when downsampling
  245. modifyGetClientRect true
  246.  
  247. # Adjust the reported window rect when downsampling
  248. modifyGetWindowRect true
  249.  
  250. ########################################################################################
  251. # Internal settings
  252.  
  253. # The amount of logging output for debugging purpose.
  254. # Should be set to 0 if everything works fine for performance reasons.
  255. logLevel 0
  256.  
  257. # The maximum degree of parallelism for screenshot encoding
  258. # N = use up to N worker threads for screenshots
  259. # 0 = synchronous (no parallelism)
  260. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  261. maxScreenshotParallelism 4
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