From eb7cdef0380e7a848f2a5d089d125c4a5229b306 Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 24 Feb 2019 03:18:12 +0100 Subject: [PATCH] [WWHD] Readme - include options --- Resolutions/WindWakerHD_Resolution/WWHD_Readme.md | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md b/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md index a70bb95d..eb0dcb58 100644 --- a/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md +++ b/Resolutions/WindWakerHD_Resolution/WWHD_Readme.md @@ -1,7 +1,16 @@ ------ ### TLoZ Wind Waker HD ------ -There are some issues with AO and light sources, to mitigate this some “sub” viewports ned to scale evenly. XCX uses a similar approach to get smooth shadow transitions. +### Graphic options +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. + +Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges. + +### Nice to know when creating a custom resolution + +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] @@ -18,5 +27,3 @@ 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) - -All AO shader scaling has also been removed, currently they break more than they fix..