2019-08-31 02:43:59 +02:00
------
2020-01-18 18:11:34 +01:00
### TLoZ Twilight Princess HD
2019-08-31 02:43:59 +02:00
------
2020-01-18 18:11:34 +01:00
### Graphic options
2019-08-31 02:43:59 +02:00
2020-01-18 18:11:34 +01:00
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option.
2019-08-31 02:43:59 +02:00
2020-01-18 18:11:34 +01:00
0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions).
2019-08-31 02:43:59 +02:00
2020-01-18 18:11:34 +01:00
UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
2019-08-31 02:43:59 +02:00
2020-01-18 18:11:34 +01:00
### Nice to know when creating a custom resolution
2019-08-31 02:43:59 +02:00
2020-01-18 18:11:34 +01:00
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
2019-08-31 02:43:59 +02:00
Example:
```
[Preset]
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$lightSource = 1.5
$scaleShader = (2560.0/3440.0)
$aspectRatio = (43.0/18.0)
```
Base resolution is 2560x1440 -> Uw patch res 3440
AO needs to be 2160 = 1440 * $lightSource = 1.5
We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
2560 = 3440 *$scaleShader (2560.0/3440.0)
```
[TextureRedefine]
width = 1024
height = 544
formats = 0x001
overwriteWidth = ($width/$gameWidth) * (1024* $lightSource*$scaleShader)
overwriteHeight = ($height/$gameHeight) * (544* $lightSource)
```
2020-01-18 18:11:34 +01:00
![21:9 ](TP21_9.jpg )