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Beautify readme.
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### Graphic options
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### Graphic options
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3840x4320 vert x2 SSAA - light res x2
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3840x4320 vert x2 SSAA - light res x2
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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.
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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.
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Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges.
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Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges.
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@ -13,6 +13,7 @@ Light res x2 - Doubles resolution of light sources and mitigate light haloing ar
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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.
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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.
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Example:
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Example:
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```
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[Preset]
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[Preset]
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name = 3440x1440 (21:9)
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name = 3440x1440 (21:9)
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$width = 3440
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$width = 3440
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$lightSource = 1.5
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$lightSource = 1.5
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$scaleShader = (2560.0/3440.0)
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$scaleShader = (2560.0/3440.0)
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$aspectRatio = (43.0/18.0)
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$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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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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AO needs to be 2160 = 1440 * $lightSource = 1.5
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We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
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We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
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2560 = 3440 *$scaleShader (2560.0/3440.0)
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2560 = 3440 *$scaleShader (2560.0/3440.0)
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