From 3135f1788886b6888648341dea23bb3ae2e5c758 Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 24 Feb 2019 03:21:52 +0100 Subject: [PATCH] Beautify readme. --- Resolutions/WindWakerHD_Resolution/WWHD_Readme.md | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md b/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md index eb0dcb58..e8b131c5 100644 --- a/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md +++ b/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md @@ -2,9 +2,9 @@ ### TLoZ Wind Waker HD ------ ### Graphic options -3840x4320 vert x2 SSAA - light res x2 +3840x4320 vert x2 SSAA - light res x2 - 3840x4320 vert x2 SSAA - Runs the game at double vertical res for balance between look and performance for super samling. Aspect is still 16:9 so run fullscreen scaling in stretched and bilinear when activating this option. +3840x4320 vert x2 SSAA - Runs the game at double vertical res for balance between look and performance for super samling. Aspect is still 16:9 so run fullscreen scaling in stretched and bilinear when activating this option. Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges. @@ -13,6 +13,7 @@ Light res x2 - Doubles resolution of light sources and mitigate light haloing ar 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. Example: +``` [Preset] name = 3440x1440 (21:9) $width = 3440 @@ -22,8 +23,12 @@ $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)