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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] Fixed uneven resolution scaling. Optimized performance settings
320x180 Not a single wasted shader pass.
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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const float resXScale = ($width/$gameWidth);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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// shader 9dc2d340255dee89
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// shader 9dc2d340255dee89
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,9 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader b253dca415790207
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// shader b253dca415790207
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// motion blur alpha
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// motion blur alpha
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const float resScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resScale = 2.0;
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//const float resScale = 2.0;
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//const float resScale = 3;
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//const float resScale = 3;
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uniform ivec4 uf_remappedPS[5];
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uniform ivec4 uf_remappedPS[5];
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@ -4,7 +4,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader ed70de7fe7542f87
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// shader ed70de7fe7542f87
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//motion blur sample spread scaling
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//motion blur sample spread scaling
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const float resScale = 2.0;
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const float resScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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//const float resScale = 2.0;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -4,9 +4,8 @@
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// shader af7acf7fb6dca1be
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// shader af7acf7fb6dca1be
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//cutscene shadow scaling
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//cutscene shadow scaling
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//to do - extra edge smooth pass,
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//to do - extra edge smooth pass,
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const float resScaleDetail = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resScaleDetail = ($width/$gameWidth);
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const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resScale = ($height/$gameHeight);
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//const float resScaleDetail = 2.0;
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//const float resScaleDetail = 2.0;
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//const float resScale = 3.0;
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//const float resScale = 3.0;
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const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
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const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
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@ -1,8 +1,8 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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const float resXScale = ($width/$gameWidth);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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// shader fdb5a87dd0368c6b //shadow scaling
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// shader fdb5a87dd0368c6b //shadow scaling
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uniform ivec4 uf_remappedPS[23];
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uniform ivec4 uf_remappedPS[23];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -16,17 +16,6 @@ $dither = 0.01
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$scaleShader = 1.0
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$scaleBlur = 0.05
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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[Preset]
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[Preset]
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name = 3840x720 (48:9)
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name = 3840x720 (48:9)
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$width = 3840
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$width = 3840
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@ -40,6 +29,17 @@ $scaleBlur = 0.05
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// Quality
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// Quality
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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name = 1920x1080 (HD)
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name = 1920x1080 (HD)
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$width = 1920
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$width = 1920
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@ -48,18 +48,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1.0
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$internalRes = 1.0
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$dither = 0.15
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$dither = 0.15
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$scaleShader = 1.0
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1200 (10:9 HD)
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$width = 1920
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$height = 1200
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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@ -70,7 +59,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1.0
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$internalRes = 1.0
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$dither = 0.15
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$dither = 0.15
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$scaleShader = 1.0
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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@ -81,18 +70,18 @@ $gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1.0
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$internalRes = 1.0
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$dither = 0.15
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$dither = 0.15
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$scaleShader = 1.0
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$scaleShader = (720.0/1080.0)
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$scaleBlur = 0.5
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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name = 1600x900
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name = 1920x1200 (10:9 HD)
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$width = 1600
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$width = 1920
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$height = 900
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$height = 1200
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$gameWidth = 1280
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$gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1.0
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$internalRes = 1.0
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$dither = 0.1
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$dither = 0.15
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$scaleShader = 1.0
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$scaleShader = (720.0/1200.0)
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$scaleBlur = 0.5
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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@ -145,9 +134,9 @@ $width = 3200
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$height = 1800
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$height = 1800
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$gameWidth = 1280
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$gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1.0
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$internalRes = 2.0
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$dither = 0.2
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$dither = 0.2
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$scaleShader = 1.0
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$scaleShader = (1440.0/1800.0)
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$scaleBlur = 0.5
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$scaleBlur = 0.5
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[Preset]
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[Preset]
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@ -240,11 +229,8 @@ overwriteHeight = ($height/$gameHeight) * 720
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width = 1024
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width = 1024
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height = 1024
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height = 1024
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formats = 0x005
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formats = 0x005
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#overwriteWidth = ($height/$gameHeight) * 1024
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader)
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#overwriteHeight = ($height/$gameHeight) * 1024
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader)
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overwriteWidth = 3072 #1080 breaks without rounding
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overwriteHeight = 3072
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[TextureRedefine] #ingame menu
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[TextureRedefine] #ingame menu
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width = 1024
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width = 1024
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@ -286,10 +272,9 @@ overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
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width = 512
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width = 512
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height = 512
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height = 512
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formats = 0x005
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formats = 0x005
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#overwriteWidth = ($height/$gameHeight) * 512
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader)
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#overwriteHeight = ($height/$gameHeight) * 512
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader)
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overwriteWidth = 3072 #1080 breaks without rounding
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overwriteHeight = 3072
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[TextureRedefine]
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[TextureRedefine]
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width = 512
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width = 512
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28
Source/XenobladeX_Performance/rules.txt
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28
Source/XenobladeX_Performance/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = Resolution
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path = "Xenoblade Chronicles X/Graphics/Performance Resolution"
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description = Changes the resolution of the game.
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version = 3
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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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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[TextureRedefine]
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width = 1280
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height = 720
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formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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