Beautify readme.

This commit is contained in:
getdls 2019-02-24 03:21:52 +01:00
parent eb7cdef038
commit 3135f17888

View File

@ -4,7 +4,7 @@
### Graphic options ### 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. 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. 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: Example:
```
[Preset] [Preset]
name = 3440x1440 (21:9) name = 3440x1440 (21:9)
$width = 3440 $width = 3440
@ -22,8 +23,12 @@ $gameHeight= 1080
$lightSource = 1.5 $lightSource = 1.5
$scaleShader = (2560.0/3440.0) $scaleShader = (2560.0/3440.0)
$aspectRatio = (43.0/18.0) $aspectRatio = (43.0/18.0)
```
Base resolution is 2560x1440 -> Uw patch res 3440 Base resolution is 2560x1440 -> Uw patch res 3440
AO needs to be 2160 = 1440 * $lightSource = 1.5 AO needs to be 2160 = 1440 * $lightSource = 1.5
We then need to scale back ultrawide to original aspect for all viewports using AO / light sources We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
2560 = 3440 *$scaleShader (2560.0/3440.0) 2560 = 3440 *$scaleShader (2560.0/3440.0)