2019-01-09 22:05:34 +01:00
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[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = Resolution
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path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia.
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2019-01-09 22:05:34 +01:00
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version = 3
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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[Preset] # Gaussian blur w correct scaling
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2019-08-27 20:24:57 +02:00
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name = Light blur - 1080p 8 pass
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2019-01-09 22:05:34 +01:00
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$dither = 0.2
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$scaleShader = 1.0
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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2019-08-27 20:24:57 +02:00
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name = ~1440p 8 pass
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.25
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2019-01-09 22:05:34 +01:00
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$internalRes = 1
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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$presetPass:int = 0
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$enableBlur:int = 1
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2019-01-09 22:05:34 +01:00
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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[Preset] # gaussian blur w correct scaling and an additional 4 passes
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2019-08-27 20:24:57 +02:00
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name = 2160p 12 pass
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2019-01-09 22:05:34 +01:00
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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$presetPass:int = 1
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$enableBlur:int = 1
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2019-08-14 00:29:06 +02:00
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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2019-08-27 20:24:57 +02:00
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name = ~2160p+ 12 pass
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2019-08-14 00:29:06 +02:00
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$dither = 0.2
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$scaleShader = 1.0
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2019-08-27 20:24:57 +02:00
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$scaleBlur = 1.25
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$internalRes = 1
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$presetPass:int = 1
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = ~4320p 16 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 3.0
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2019-08-14 00:29:06 +02:00
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$internalRes = 1
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$presetPass:int = 2
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$enableBlur:int = 1
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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[Preset] #
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name = Disable extra blur, keep other tweaks active
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 0
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#[Preset] # Tanks performance, debug merge w res file.
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#name = +1 Blur pass and defocus.
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#$dither = 0.2
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#$scaleShader = 1.0
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#$scaleBlur = 1.5
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#$internalRes = 1
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#$presetPass:int = 1
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#$enableBlur:int = 1
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2019-01-09 22:05:34 +01:00
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2019-08-27 20:24:57 +02:00
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[TextureRedefine] #
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width = 1280
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height = 720
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formats = 0x01a
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overwriteFormat = 0x01f
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2019-08-31 01:52:33 +02:00
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#[TextureRedefine] # spider web break
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#width = 1024
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#height = 1024
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#formats = 0x01a
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#overwriteFormat = 0x01f
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2019-08-27 20:24:57 +02:00
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[TextureRedefine] #
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width = 1024
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height = 512
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 1024
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height = 449
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formats = 0x01a
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overwriteFormat = 0x01f
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2019-08-31 01:52:33 +02:00
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#[TextureRedefine] #
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#width = 512
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#height = 512
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#formats = 0x01a
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#overwriteFormat = 0x01f
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2019-08-27 20:24:57 +02:00
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[TextureRedefine] #
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width = 448
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 427
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height = 480
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 384
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 288
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 180
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 290
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height = 280
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formats = 0x01a
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overwriteFormat = 0x01f
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2019-08-31 01:52:33 +02:00
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#[TextureRedefine] #pro contr
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#width = 263
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#height = 191
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#formats = 0x01a
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#overwriteFormat = 0x01f
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2019-08-27 20:24:57 +02:00
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#[TextureRedefine] # eyes
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#width = 256
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#height = 256
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#formats = 0x01a
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#overwriteFormat = 0x01f
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### exp end
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2019-01-09 22:05:34 +01:00
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#Fog banding
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[TextureRedefine]
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width = 1920
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height = 1088
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1920
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height = 1080
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 272
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 270
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formats = 0x01a
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overwriteFormat = 0x01f
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[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
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[TextureRedefine] #Double shadow res
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width = 384
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height = 384
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###formatsExcluded =
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overwriteWidth = 768
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2019-02-05 01:06:27 +01:00
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overwriteHeight = 768
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x007
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overwriteFormat = 0x00f
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x007
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overwriteFormat = 0x00f
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2019-08-27 20:24:57 +02:00
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2019-08-31 01:52:33 +02:00
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[TextureRedefine] #cloud
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2019-08-27 20:24:57 +02:00
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width = 1025
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height = 256
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formats = 0x007
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overwriteFormat = 0x00f
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2019-08-31 01:52:33 +02:00
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[TextureRedefine] #cloud
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2019-08-27 20:24:57 +02:00
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width = 1025
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height = 512
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formats = 0x007
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overwriteFormat = 0x00f
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2019-08-31 02:43:59 +02:00
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#[TextureRedefine] #breaks drooling plant
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#width = 256
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#height = 256
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#formats = 0x007
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#overwriteFormat = 0x00f
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#
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#[TextureRedefine] #dust
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#width = 128
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#height = 128
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#formats = 0x007
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#overwriteFormat = 0x00f
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#
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#[TextureRedefine] #dust
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#width = 64
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#height = 64
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#formats = 0x007
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#overwriteFormat = 0x00f
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#
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#[TextureRedefine] #dust?
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#width = 32
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#height = 32
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#formats = 0x007
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#overwriteFormat = 0x00f
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2019-08-31 01:52:33 +02:00
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[TextureRedefine] #Gradient
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width = 8
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height = 64
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formats = 0x007
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overwriteFormat = 0x00f
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#[TextureRedefine] #haze breaks
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#width = 32
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#height = 32
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#formats = 0x002
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#overwriteFormat = 0x007
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2019-08-27 20:24:57 +02:00
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#[TextureRedefine]
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#formats = 0x001
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#overwriteFormat = 0x005
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2019-08-31 01:52:33 +02:00
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#[TextureRedefine] #godrays, fog, breaks
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#width = 256
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#height = 256
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #toxic mist breaks
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#width = 128
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#height = 128
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#formats = 0x001
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#overwriteFormat = 0x005
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#
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#[TextureRedefine] #toxic mist, air fog breaks
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#width = 64
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#height = 64
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#formats = 0x001
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#overwriteFormat = 0x005
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#
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#[TextureRedefine] #breaks
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#width = 32
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#height = 32
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#formats = 0x001
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#overwriteFormat = 0x005
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