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47 lines
1.3 KiB
Markdown
47 lines
1.3 KiB
Markdown
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------
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### Hyrule Warriors / ゼルダ無双
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------
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### Graphic options
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## 3840x4320 vert x2 SSAA
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Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option.
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## 3840x2160 (4k - Native x3, 2p x2 res)
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Runs 2p game at x2 resolution and match FOV for player 2. Ie restores it to native 4k as the game halves resolution when running 2p mode.
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### Nice to know when creating a custom resolution
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To mitigate issues with resolutions that aren't an even factor of 720 some “sub” viewports scale evenly. XCX uses a similar approach to get smooth shadow transitions.
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Example:
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```
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth= 1920
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$gameHeight= 1080
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$lightSource = 1.5
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$scaleShader = (2560.0/3440.0)
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$aspectRatio = (43.0/18.0)
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```
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Base resolution is 2560x1440 -> Uw patch res 3440
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AO needs to be 2160 = 1440 * $lightSource = 1.5
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We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
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2560 = 3440 *$scaleShader (2560.0/3440.0)
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```
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[TextureRedefine]
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width = 1024
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height = 544
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
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overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
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```
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