Advertisement
RetroRevo

GeDoSaTo Example for Guilty Gear Xrd

Dec 10th, 2015
1,816
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.45 KB | None | 0 0
  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. #renderResolution 3200x1800@60
  17. renderResolution 3840x2160@60
  18.  
  19. # The resolution you want to downsample *to*.
  20. # Should generally always be your output device pixel size and frequency.
  21. # Writing something not supported by the display here will probably cause a crash.
  22. # 0 = main monitor resolution
  23. presentWidth 1920
  24. presentHeight 1080
  25. presentHz 60
  26.  
  27. # How many vertical traces to wait when presenting
  28. # -1 = unchanged
  29. # 0 = no vsync
  30. # 1 = standard vsync
  31. # 2 = half refresh rate (e.g. 30 on 60 Hz)
  32. # 3 = 1/3rd refresh rate, etc.
  33. presentInterval -1
  34.  
  35. # The type of scaling you want to use.
  36. # bilinear: what GPUs generally do, cheap performance-wise
  37. # bicubic: higher quality, more expensive performance-wise
  38. # lanczos: higher quality and sharp, most expensive performance-wise
  39. # nearest: extremely cheap, generally ugly, but useful to upsample retro games
  40. scalingType lanczos
  41.  
  42. # Whether to maintain the aspect ratio if different ratios between input and output
  43. # false = stretching
  44. # true = pillar/letterboxing
  45. maintainAspectRatio true
  46.  
  47. # Forces an anisotropic filtering level
  48. # 0 = no override
  49. # N = force Aniso level N on all surfaces (eg. N=16)
  50. # NOTE: this is more "brutal" than the driver-level override, and may break the graphics
  51. # in some games. Outside of special circumstances (e.g. FF13), you should rather use a
  52. # driver-level override.
  53. forceAnisoLevel 16
  54.  
  55. # Framerate Limiter
  56. # 0 = no limit, N = limit to N FPS; e.g. 125.5 = 125.5 FPS limit
  57. fpsLimit 60
  58. # How much of the FPS limiting to perform predictively at the start of a frame
  59. # higher values decrease input latency when the framerate limiter is running,
  60. # but might lead to framedrops. The maximum useful value is probably around 0.9
  61. # for games with very stable framerates. I'd suggest something like 0.7 for general use
  62. # 0.0 = default, no prediction
  63. fpsPredictiveLimitRatio 0.0
  64. # Whether to use busy waiting or sleeping to enforce FPS limit
  65. # (busy is more exact and reliable but less CPU/energy efficient)
  66. fpsLimitBusy true
  67.  
  68. ########################################################################################
  69. # Compatibility Settings
  70.  
  71. # Forces the constant reporting of the downsampling resolution in all applicable
  72. # scenarios - a small selection of games needs this to show the DS resolutions
  73. forceAlwaysDownsamplingRes true
  74.  
  75. # Emulate exact flipping behaviour
  76. # requires some extra performance/memory,
  77. # but may be important for some games to work
  78. emulateFlipBehaviour false
  79.  
  80. # Restricts interception to only system dlls
  81. # might increase compatibility with 3rd-party injectors, but decrease stability
  82. interceptOnlySystemDlls false
  83.  
  84. # Force disables Steam in-game overlay from getting loaded into the process
  85. # which caused some games to crash, even if it was disabled in Steam settings
  86. preventSteamOverlay false
  87.  
  88. # Loads Steam overlay early
  89. loadSteamOverlayEarly true
  90.  
  91. # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
  92. loadD3DEarly false
  93.  
  94. # Forces the present resolution to be set, regardless of what the game requests
  95. # usually only makes sense in conjunction with game-specific plugins
  96. # for games with resolution limits
  97. forcePresentRes false
  98.  
  99. # For games which use strange methods to query resolutions,
  100. # injecting a new one might not work. In such cases, you can try replacing an
  101. # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
  102. # 0 = override disabled
  103. overrideWidth 1280
  104. overrideHeight 720
  105.  
  106. # GenericDepthPlugin options
  107. # zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
  108. # zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
  109. zBufCompatibilityFlag 0
  110. zBufClearIndex 0
  111.  
  112. # Override the plugin selection process to always select the given plugin
  113. # example: pluginOverride GenericDepthPlugin
  114. pluginOverride None
  115.  
  116. ########################################################################################
  117. # Windowing settings
  118.  
  119. # Hides the mouse cursor, at all times
  120. # options: "true" (= hidden) and "false" (= unchanged)
  121. hideMouseCursor false
  122.  
  123. # Forces borderless windowed fullscreen mode instead of fullscreen mode
  124. # options: "true" (= fo
  125. rce borderless windowed FS) and "false" (= unchanged)
  126. forceBorderlessFullscreen false
  127.  
  128. # Forces "reaul" fullscreen (e.g. for games which only support borderless FS)
  129. # NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
  130. forceFullscreenMode 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 3
  145.  
  146. # AA type
  147. # either "smaa" or "fxaa", depending on your preferences
  148. aaType smaa
  149.  
  150. ## SSAO
  151.  
  152. # Determine the type of AO used
  153. # "SAO" = Scalable Ambient Obscurance
  154. # "HBAO" = Horizon Based Ambient Occlusion
  155. # "VSSAO2" = Volumetric SSAO
  156. # "MSSAO" = Martinsh SSAO inspired by ArKano22
  157. ssaoType SAO
  158.  
  159. # Enable and set the strength of the SSAO effect
  160. # (all 3 settings have the same performance impact!)
  161. # 0 = off
  162. # 1 = low
  163. # 2 = medium
  164. # 3 = high
  165. ssaoStrength 3
  166.  
  167. # Set SSAO scale
  168. # 1 = high quality (default)
  169. # 2 = lower quality, lower impact on performance
  170. ssaoScale 2
  171.  
  172. # Set SSAO Blur type
  173. # gaussian = soft, cheap
  174. # sharp = depth-dependent, more expensive
  175. ssaoBlurType gaussian
  176.  
  177. ## DOF
  178.  
  179. # Enable Depth of Field
  180. # false = off
  181. # true = on
  182. enableDoF false
  183.  
  184. # Select the type of DOF effect
  185. # basic = basic pseudo-Bokeh DoF
  186. # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
  187. dofType bokeh
  188.  
  189. # Bokeh Depth of Field radius
  190. # default = 1.00
  191. # higher = more blurry (e.g. 1.1)
  192. # lower = less blurry (e.g. 0.9)
  193. # note: small changes make a large difference
  194. dofBaseRadius 1.05
  195.  
  196. ## Post
  197.  
  198. # Enable Postprocessing
  199. # false = off
  200. # true = on
  201. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  202. enablePostprocessing false
  203.  
  204. # Postprocessing type
  205. # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
  206. # asmodean = postprocessing by Asmodean (with tone mapping, softer)
  207. # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
  208. postProcessingType durante
  209.  
  210. ## Bloom
  211.  
  212. # Enable HDR Bloom
  213. # false = off
  214. # true = on
  215. # For in-depth configuration, look in "assets/bloom.fx"
  216. enableBloom false
  217.  
  218. ########################################################################################
  219. # Texture settings
  220.  
  221. # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
  222. # if you enable override at the same time, the overridden texture will be dumped
  223. enableTextureDumping false
  224.  
  225. # Override game textures loaded using d3dx with those from
  226. # textures\[gamename]\override\[hash].(dds|png), if available
  227. enableTextureOverride false
  228.  
  229. # Mark textures with their hash (for texture modders)
  230. # WARNING: extremely slow if a game loads many textures
  231. # (if you think a game crashed, it's probably still just loading textures)
  232. enableTextureMarking false
  233.  
  234. ########################################################################################
  235. # Mouse settings
  236. # you may have to play around with these a bit to get mouse input working correctly
  237. # while downsampling in some games
  238.  
  239. # Modify the mouse position reported by "GetCursorPos" when downsampling
  240. modifyGetCursorPos false
  241.  
  242. # Modify the mouse position set by "SetCursorPos" when downsampling
  243. modifySetCursorPos false
  244.  
  245. # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
  246. interceptWindowProc false
  247.  
  248. # Adjust the mouse position reported in peeked Windows messages when downsampling
  249. adjustMessagePt false
  250.  
  251. # Adjust the reported client rect when downsampling
  252. modifyGetClientRect true
  253.  
  254. # Adjust the reported window rect when downsampling
  255. modifyGetWindowRect true
  256.  
  257. ########################################################################################
  258. # Internal settings
  259.  
  260. # The amount of logging output for debugging purpose.
  261. # Should be set to 0 if everything works fine for performance reasons.
  262. logLevel 0
  263.  
  264. # Enable shader tracking
  265. # Turn on only if you want to find a PSHash/VSHash for a game!
  266. trackShaders false
  267.  
  268. # Number of seconds on-screen messages are displayed for
  269. messageSeconds 10
  270.  
  271. # The maximum degree of parallelism for screenshot encoding
  272. # N = use up to N worker threads for screenshots
  273. # 0 = synchronous (no parallelism)
  274. # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
  275. maxScreenshotParallelism 4
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement