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GeDoSaTo_user.ini

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Jan 9th, 2015
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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. ########################################################################################
  8. # Graphics settings
  9.  
  10. # The actual rendering resolutions you want to use,
  11. # and how many Hz you want the game to think they work at.
  12. # format: renderResolution [width]x[height]@[hz]
  13. #16:9
  14. #renderResolution 3840x2160@60
  15. #11MP
  16. #renderResolution 4516x2540@60
  17.  
  18. renderResolution 5120x2880@60
  19. renderResolution 5760x3240@60
  20. renderResolution 6720x3780@60
  21. renderResolution 7680x4320@60
  22.  
  23. #3:4
  24. #12MP
  25. renderResolution 3000x4000@60
  26. #renderResolution 3600x4800@60
  27. renderResolution 4200x5600@60
  28. renderResolution 4500x6000@60
  29.  
  30. #4:3
  31. #renderResolution 4800x3600@60
  32. renderResolution 5600x4200@60
  33.  
  34. #2:1
  35. #renderResolution 5760x2880@60
  36. #renderResolution 7680x3840@60
  37.  
  38. #1:1
  39. renderResolution 3200x3200@60
  40.  
  41. #11MP
  42. #renderResolution 3330x3330@60
  43. renderResolution 4800x4800@60
  44.  
  45. #21:9
  46. #11MP
  47. renderResolution 5120x2160@60
  48. #renderResolution 5760x2430@60
  49. renderResolution 7680x3240@60
  50.  
  51. # The resolution you want to downsample *to*.
  52. # Should generally always be your output device pixel size and frequency.
  53. # Writing something not supported by the display here will probably cause a crash.
  54. # 0 = main monitor resolution
  55. presentWidth 0
  56. presentHeight 0
  57. presentHz 60
  58.  
  59. # How many vertical traces to wait when presenting
  60. # -1 = unchanged
  61. #  0 = no vsync
  62. #  1 = standard vsync
  63. #  2 = half refresh rate (e.g. 30 on 60 Hz)
  64. #  3 = 1/3rd refresh rate, etc.
  65. presentInterval -1
  66.  
  67. # The type of scaling you want to use.
  68. # bilinear: what GPUs generally do, cheap performance-wise
  69. # bicubic: higher quality, more expensive performance-wise
  70. # lanczos: higher quality and sharp, most expensive performance-wise
  71. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  72. scalingType bilinear
  73.  
  74. # Whether to maintain the aspect ratio if different ratios between input and output
  75. # false = stretching
  76. #  true = pillar/letterboxing
  77. maintainAspectRatio true
  78.  
  79. # Forces an anisotropic filtering level
  80. #  0 = no override
  81. #  N = force Aniso level N on all surfaces (eg. N=16)
  82. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  83. #   in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  84. #   driver-level override.
  85. forceAnisoLevel 0
  86.  
  87. ########################################################################################
  88. # Compatibility Settings
  89.  
  90. # Forces the constant reporting of the downsampling resolution in all applicable
  91. # scenarios - a small selection of games needs this to show the DS resolutions
  92. forceAlwaysDownsamplingRes false
  93.  
  94. # Emulate exact flipping behaviour
  95. # requires some extra performance/memory,
  96. # but may be important for some games to work
  97. emulateFlipBehaviour false
  98.  
  99. # Restricts interception to only system dlls
  100. # might increase compatibility with 3rd-party injectors, but decrease stability
  101. interceptOnlySystemDlls false
  102.  
  103. # Force disables Steam in-game overlay from getting loaded into the process
  104. # which caused some games to crash, even if it was disabled in Steam settings
  105. preventSteamOverlay false
  106.  
  107. # Loads Steam overlay early
  108. loadSteamOverlayEarly true
  109.  
  110. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  111. loadD3DEarly false
  112.  
  113. # Forces the present resolution to be set, regardless of what the game requests
  114. # usually only makes sense in conjunction with game-specific plugins
  115. # for games with resolution limits
  116. forcePresentRes false
  117.  
  118. # For games which use strange methods to query resolutions,
  119. # injecting a new one might not work. In such cases, you can try replacing an
  120. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  121. # 0 = override disabled
  122. overrideWidth 0
  123. overrideHeight 0
  124.  
  125. # GenericDepthPlugin options
  126. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  127. # zBufClearIndex        : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  128. zBufCompatibilityFlag 0
  129. zBufClearIndex 0
  130.  
  131. # Override the plugin selection process to always select the given plugin
  132. # example: pluginOverride GenericDepthPlugin
  133. pluginOverride None
  134.  
  135. # Delays the detouring operation until the first hook call (like the old default injection)
  136. # may fix startup crashes in some games (e.g. Alan Wake)
  137. delayDetouring false
  138.  
  139. ########################################################################################
  140. # Windowing settings
  141.  
  142. # Hides the mouse cursor, at all times
  143. # options: "true" (= hidden) and "false" (= unchanged)
  144. hideMouseCursor false
  145.  
  146. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  147. # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
  148. forceBorderlessFullscreen false
  149.  
  150. # Forces "real" fullscreen (e.g. for games which only support borderless FS)
  151. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  152. forceFullscreenMode false
  153.  
  154. ########################################################################################
  155. # Image processing settings
  156. # Note: may or may not apply depending on the plugin used
  157.  
  158. ## AA
  159.  
  160. # AA toggle and quality setting
  161. # 0 = off (best performance, worst IQ)
  162. # 1 = low
  163. # 2 = medium
  164. # 3 = high
  165. # 4 = ultra (worst performance, best IQ)
  166. aaQuality 4
  167.  
  168. # AA type
  169. # either "smaa" or "fxaa", depending on your preferences
  170. aaType smaa
  171.  
  172. ## SSAO
  173.  
  174. # Determine the type of AO used
  175. # "SAO" = Scalable Ambient Obscurance
  176. # "HBAO" = Horizon Based Ambient Occlusion
  177. # "VSSAO2" = Volumetric SSAO
  178. # "MSSAO" = Martinsh SSAO inspired by ArKano22
  179. ssaoType SAO
  180.  
  181. # Enable and set the strength of the SSAO effect
  182. # (all 3 settings have the same performance impact!)
  183. # 0 = off
  184. # 1 = low
  185. # 2 = medium
  186. # 3 = high
  187. ssaoStrength 0
  188.  
  189. # Set SSAO scale
  190. # 1 = high quality (default)
  191. # 2 = lower quality, lower impact on performance
  192. ssaoScale 2
  193.  
  194. # Set SSAO Blur type
  195. # gaussian = soft, cheap
  196. # sharp = depth-dependent, more expensive
  197. ssaoBlurType gaussian
  198.  
  199. ## DOF
  200.  
  201. # Enable Depth of Field
  202. # false = off
  203. # true = on
  204. enableDoF false
  205.  
  206. # Select the type of DOF effect
  207. # basic = basic pseudo-Bokeh DoF
  208. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  209. dofType bokeh
  210.  
  211. # Bokeh Depth of Field radius
  212. # default = 1.00
  213. # higher = more blurry (e.g. 1.1)
  214. # lower = less blurry (e.g. 0.9)
  215. # note: small changes make a large difference
  216. dofBaseRadius 1.05
  217.  
  218. ## Post
  219.  
  220. # Enable Postprocessing
  221. # false = off
  222. # true = on
  223. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  224. enablePostprocessing false
  225.  
  226. # Postprocessing type
  227. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  228. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  229. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  230. postProcessingType durante
  231.  
  232. ## Bloom
  233.  
  234. # Enable HDR Bloom
  235. # false = off
  236. # true = on
  237. # For in-depth configuration, look in "assets/bloom.fx"
  238. enableBloom false
  239.  
  240. ########################################################################################
  241. # Texture settings
  242.  
  243. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  244. # if you enable override at the same time, the overridden texture will be dumped
  245. enableTextureDumping false
  246.  
  247. # Override game textures loaded using d3dx with those from
  248. # textures\[gamename]\override\[hash].(dds|png), if available
  249. enableTextureOverride false
  250.  
  251. # Mark textures with their hash (for texture modders)
  252. # WARNING: extremely slow if a game loads many textures
  253. # (if you think a game crashed, it's probably still just loading textures)
  254. enableTextureMarking false
  255.  
  256. ########################################################################################
  257. # Mouse settings
  258. # you may have to play around with these a bit to get mouse input working correctly
  259. # while downsampling in some games
  260.  
  261. # Modify the mouse position reported by "GetCursorPos" when downsampling
  262. modifyGetCursorPos false
  263.  
  264. # Modify the mouse position set by "SetCursorPos" when downsampling
  265. modifySetCursorPos false
  266.  
  267. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  268. interceptWindowProc false
  269.  
  270. # Adjust the mouse position reported in peeked Windows messages when downsampling
  271. adjustMessagePt false
  272.  
  273. # Adjust the reported client rect when downsampling
  274. modifyGetClientRect true
  275.  
  276. # Adjust the reported window rect when downsampling
  277. modifyGetWindowRect true
  278.  
  279. ########################################################################################
  280. # Internal settings
  281.  
  282. # The amount of logging output for debugging purpose.
  283. # Should be set to 0 if everything works fine for performance reasons.
  284. logLevel 0
  285.  
  286. # Number of seconds on-screen messages are displayed for
  287. messageSeconds 3
  288.  
  289. # The maximum degree of parallelism for screenshot encoding
  290. #  N = use up to N worker threads for screenshots
  291. #  0 = synchronous (no parallelism)
  292. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  293. maxScreenshotParallelism 4
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