mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 02:56:53 +01:00
[Skylanders] Add FPS patch and update to V6
This commit is contained in:
parent
e44ba624e7
commit
189af91213
@ -1,33 +0,0 @@
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[Definition]
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titleIds = 00050000101F4D00,00050000101FB100
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name = Shadow Resolution
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path = "Skylanders Imaginators/Graphics/Shadow Resolution"
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description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. Made by Crementif.
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version = 4
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[Preset]
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name = Medium (100%, Default)
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$shadowRes = 1
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[Preset]
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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name = High (200%)
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$shadowRes = 2
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[Preset]
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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[TextureRedefine]
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width = 512
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height = 2048
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formats = 0x005
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 2048
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@ -1,33 +0,0 @@
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[Definition]
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titleIds = 000500001017C600,0005000010181F00
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name = Shadow Resolution
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path = "Skylanders Trap Team/Graphics/Shadow Resolution"
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description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. Made by Crementif.
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version = 4
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[Preset]
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name = Medium (100%, Default)
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$shadowRes = 1
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[Preset]
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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name = High (200%)
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$shadowRes = 2
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[Preset]
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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[TextureRedefine]
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width = 512
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height = 2048
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formats = 0x5
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 2048
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@ -12,44 +12,19 @@ $targetFPS:int = 60
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# FPS Limit
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[Preset]
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name = 20 FPS
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name= 244 FPS (experimental)
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category = FPS Limit
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$targetFPS:int = 20
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$targetFPS:int = 244
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[Preset]
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name = 30 FPS
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name= 165 FPS (experimental)
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category = FPS Limit
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$targetFPS:int = 30
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$targetFPS:int = 165
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[Preset]
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name = 40 FPS
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name = 144 FPS (experimental)
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category = FPS Limit
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$targetFPS:int = 40
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[Preset]
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name = 60 FPS
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category = FPS Limit
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default = 1
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[Preset]
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name = 72 FPS
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category = FPS Limit
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$targetFPS:int = 72
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[Preset]
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name = 75 FPS
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category = FPS Limit
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$targetFPS:int = 75
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[Preset]
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name = 85 FPS
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category = FPS Limit
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$targetFPS:int = 85
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[Preset]
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name = 100 FPS
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category = FPS Limit
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$targetFPS:int = 100
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$targetFPS:int = 144
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[Preset]
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name = 120 FPS
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@ -57,19 +32,45 @@ category = FPS Limit
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$targetFPS:int = 120
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[Preset]
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name = 144 FPS
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name = 100 FPS
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category = FPS Limit
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$targetFPS:int = 144
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$targetFPS:int = 100
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[Preset]
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name= 165 FPS
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name = 85 FPS
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category = FPS Limit
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$targetFPS:int = 165
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$targetFPS:int = 85
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[Preset]
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name= 244 FPS
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name = 75 FPS
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category = FPS Limit
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$targetFPS:int = 244
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$targetFPS:int = 75
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[Preset]
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name = 72 FPS
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category = FPS Limit
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$targetFPS:int = 72
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[Preset]
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name = 60 FPS (Default)
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category = FPS Limit
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default = 1
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[Preset]
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name = 40 FPS
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category = FPS Limit
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$targetFPS:int = 40
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[Preset]
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name = 30 FPS
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category = FPS Limit
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$targetFPS:int = 30
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[Preset]
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name = 20 FPS
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category = FPS Limit
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$targetFPS:int = 20
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[Control]
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@ -22,6 +22,7 @@
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// Used for: Horizontal shadow edge smoothing
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float resXScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -20,7 +20,8 @@
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// shader 73111ccc2ffa1907
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// Used for: Fixing shadow smoothing resolution
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float resXScale = float($width)/float($gameWidth);
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float resScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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@ -105,7 +106,7 @@ R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.z = intBitsToFloat(0xbf800000)/resXScale;
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R0f.z = intBitsToFloat(0xbf800000)/resScale;
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PS0f = R0f.z;
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// 3
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backupReg0f = R1f.x;
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@ -22,6 +22,7 @@
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// Used for: Vertical shadow edge smoothing
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float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -1,83 +1,173 @@
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[Definition]
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titleIds = 00050000101F4D00,00050000101FB100
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name = Resolution
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path = "Skylanders Imaginators/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Crementif.
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version = 4
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name = TV Resolution, Gamepad Resolution and Shadow Quality
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path = "Skylanders Imaginators/Graphics"
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description = Changes the TV resolution and gamepad resolution of the game. Additionally you can also change the quality of the shadows.||Made by Crementif.
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version = 5
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[Preset]
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name = 1280x720 (Default)
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[Default]
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$width = 1280
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$height = 720
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$padWidth = 854
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$padHeight = 480
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$gameWidth = 1280
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$gameHeight = 720
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$gamePadWidth = 854
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$gamePadHeight = 480
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$shadowRes = 1
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# Performance
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# TV Resolution
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[Preset]
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category = TV Resolution
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name = 1280x720 (Default)
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[Preset]
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category = TV Resolution
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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# Common HD Resolutions
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[Preset]
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category = TV Resolution
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = TV Resolution
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name = 7680x4320
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$width = 7680
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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# Gamepad Resolution
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[Preset]
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name = 854x480 (Default)
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category = Gamepad Resolution
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[Preset]
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category = Gamepad Resolution
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name = 640x360
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$padWidth = 640
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$padHeight = 360
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[Preset]
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category = Gamepad Resolution
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name = 960x540
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$padWidth = 960
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$padHeight = 540
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[Preset]
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category = Gamepad Resolution
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name = 1600x900
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$padWidth = 1600
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$padHeight = 900
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[Preset]
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category = Gamepad Resolution
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name = 1920x1080
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$padWidth = 1920
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$padHeight = 1080
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[Preset]
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category = Gamepad Resolution
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name = 2560x1440
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$padWidth = 2560
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$padHeight = 1440
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[Preset]
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category = Gamepad Resolution
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name = 3200x1800
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$padWidth = 3200
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$padHeight = 1800
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[Preset]
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category = Gamepad Resolution
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name = 3840x2160
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$padWidth = 3840
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$padHeight = 2160
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[Preset]
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category = Gamepad Resolution
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name = 5120x2880
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$padWidth = 5120
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$padHeight = 2880
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[Preset]
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category = Gamepad Resolution
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name = 7680x4320
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$padWidth = 7680
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$padHeight = 4320
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# Shadow Quality
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[Preset]
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category = Shadow Quality
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name = Medium (100%, Default)
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[Preset]
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category = Shadow Quality
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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category = Shadow Quality
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name = High (200%)
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$shadowRes = 2
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[Preset]
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category = Shadow Quality
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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category = Shadow Quality
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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# Texture Redefines
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[TextureRedefine] # Game output and hud resolution
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width = 1280
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@ -90,8 +180,8 @@ overwriteHeight = ($height/$gameHeight) * 720
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width = 864
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height = 480
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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overwriteWidth = ($padWidth/$gamePadWidth) * 864
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overwriteHeight = ($padHeight/$gamePadHeight) * 480
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[TextureRedefine] # Stage rendering
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width = 1024
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@ -198,3 +288,11 @@ height = 4
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 8
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overwriteHeight = ($height/$gameHeight) * 4
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# Shadows
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[TextureRedefine]
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width = 512
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height = 2048
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formats = 0x005
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 2048
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@ -22,6 +22,7 @@
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// Used for: Horizontal bloom blur
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float resXScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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@ -22,6 +22,7 @@
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// Used for: Fixing shadow resolution
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float resScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -22,6 +22,7 @@
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// Used for: Vertical bloom blur
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float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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@ -22,6 +22,7 @@
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// Used for: Fixing shadow resolution
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float resScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -22,6 +22,7 @@
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// Used for: Vertical shadow edge smoothing
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float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -22,6 +22,7 @@
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// Used for: Horizontal shadow edge smoothing
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float resXScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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@ -1,83 +1,108 @@
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[Definition]
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titleIds = 000500001017C600,0005000010181F00
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name = Resolution
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path = "Skylanders Trap Team/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Crementif.
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version = 4
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name = Game Resolution and Shadow Quality
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path = "Skylanders Trap Team/Graphics"
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description = Changes the resolution of the game and the quality of the shadows.||Made by Crementif.
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version = 5
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[Preset]
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name = 1280x720 (Default)
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[Default]
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$shadowRes = 1
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# Performance
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|
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# Resolution
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[Preset]
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category = Resolution
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name = 1280x720 (Default)
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[Preset]
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category = Resolution
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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|
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# Common HD Resolutions
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|
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[Preset]
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category = Resolution
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name = 1600x900
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$width = 1600
|
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$height = 900
|
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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|
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[Preset]
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category = Resolution
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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|
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[Preset]
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category = Resolution
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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|
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[Preset]
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category = Resolution
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name = 7680x4320
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||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
|
||||
# Shadow Quality
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Medium (100%, Default)
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Low (50%)
|
||||
$shadowRes = 0.5
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = High (200%)
|
||||
$shadowRes = 2
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Ultra (300%)
|
||||
$shadowRes = 3
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Extreme (400%, Unstable)
|
||||
$shadowRes = 4
|
||||
|
||||
|
||||
|
||||
# Texture Redefines
|
||||
|
||||
[TextureRedefine] # Game output and hud resolution
|
||||
width = 1280
|
||||
@ -145,6 +170,7 @@ overwriteWidth = ($width/$gameWidth) * 102
|
||||
overwriteHeight = ($height/$gameHeight) * 57
|
||||
|
||||
# Bloom blur
|
||||
|
||||
[TextureRedefine] # Squashed bloom
|
||||
width = 256
|
||||
height = 256
|
||||
@ -181,3 +207,12 @@ height = 240
|
||||
formats = 0x01a,0x011
|
||||
overwriteWidth = ($width/$gameWidth) * 427
|
||||
overwriteHeight = ($height/$gameHeight) * 240
|
||||
|
||||
# Shadows
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 2048
|
||||
formats = 0x5
|
||||
overwriteWidth = $shadowRes * 512
|
||||
overwriteHeight = $shadowRes * 2048
|
76
src/SkylandersTrapTeam/Mods/FPS/rules.txt
Normal file
76
src/SkylandersTrapTeam/Mods/FPS/rules.txt
Normal file
@ -0,0 +1,76 @@
|
||||
[Definition]
|
||||
titleIds = 000500001017C600,0005000010181F00
|
||||
name = FPS
|
||||
path = "Skylanders Trap Team/Mods/FPS"
|
||||
description = Changes the game's dynamic FPS target. Might have bugs, especially when going above 120 FPS.||Made by Mew00.
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$targetFPS:int = 30
|
||||
|
||||
|
||||
# FPS Limit
|
||||
|
||||
[Preset]
|
||||
name= 244 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 244
|
||||
|
||||
[Preset]
|
||||
name= 165 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 165
|
||||
|
||||
[Preset]
|
||||
name = 144 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 144
|
||||
|
||||
[Preset]
|
||||
name = 120 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 120
|
||||
|
||||
[Preset]
|
||||
name = 100 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 100
|
||||
|
||||
[Preset]
|
||||
name = 85 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 85
|
||||
|
||||
[Preset]
|
||||
name = 75 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 75
|
||||
|
||||
[Preset]
|
||||
name = 72 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 72
|
||||
|
||||
[Preset]
|
||||
name = 60 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 60
|
||||
|
||||
[Preset]
|
||||
name = 40 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 40
|
||||
|
||||
[Preset]
|
||||
name = 30 FPS (Default)
|
||||
category = FPS Limit
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
name = 20 FPS
|
||||
category = FPS Limit
|
||||
$targetFPS:int = 20
|
||||
|
||||
|
||||
[Control]
|
||||
vsyncFrequency = 2*$targetFPS
|
Loading…
Reference in New Issue
Block a user