[Definition] titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Resolution path = "Xenoblade Chronicles X/Graphics/Resolution" description = Changes the resolution of the game. version = 3 [Preset] name = 1280x720 (Default) $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.01 $scaleShader = 1.0 $scaleBlur = 0.05 [Preset] name = 3840x720 (48:9) $width = 3840 $height = 720 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.01 $scaleShader = 1.0 $scaleBlur = 0.05 // Quality [Preset] name = 1600x900 $width = 1600 $height = 900 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.1 $scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling $scaleBlur = 0.5 [Preset] name = 1920x1080 (HD) $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.15 $scaleShader = (720.0/1080.0) $scaleBlur = 0.5 [Preset] name = 2560x1080 (21:9 HD) $width = 2560 $height = 1080 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.15 $scaleShader = (720.0/1080.0) $scaleBlur = 0.5 [Preset] name = 5760x1080 (48:9 HD) $width = 2560 $height = 1080 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.15 $scaleShader = (720.0/1080.0) $scaleBlur = 0.5 [Preset] name = 1920x1200 (10:9 HD) $width = 1920 $height = 1200 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.15 $scaleShader = (720.0/1200.0) $scaleBlur = 0.5 [Preset] name = 2560x1440 (Native x2) $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.5 [Preset] name = 3440x1440 (21:9) $width = 3440 $height = 1440 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.5 [Preset] name = 7680x1440 (48:9) $width = 7680 $height = 1440 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.5 [Preset] name = 2560x1440 (Native x2) x2 sub scaling $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 $internalRes = 2.0 $dither = 0.15 $scaleShader = 1.0 $scaleBlur = 0.5 [Preset] name = 3200x1800 $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 $internalRes = 2.0 $dither = 0.2 $scaleShader = (1440.0/1800.0) $scaleBlur = 0.5 [Preset] name = 3840x2160 (4k - Native x3) $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 [Preset] name = 5120x2160 (4k 21:9) $width = 5120 $height = 2160 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 [Preset] name = 5120x2160 (4k 48:9) $width = 11520 $height = 2160 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 [Preset] name = 3840x2160 (4k - Native x3) x2 sub scaling $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 $internalRes = 2.0 $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 1.0 [Preset] name = 5120x2880 $width = 5120 $height = 2880 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 1.0 // Enthusiast [Preset] name = 7680x4320 $width = 7680 $height = 4320 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 1.0 [Preset] name = 10240x5760 $width = 10240 $height = 5760 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 1.0 [TextureRedefine] width = 1280 height = 720 formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] # shadows width = 1024 height = 1024 formats = 0x005 overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader) overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader) [TextureRedefine] #ingame menu width = 1024 height = 720 tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1024 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] width = 864 height = 480 #formats = formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 854 height = 480 #formats = formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * 854 overwriteHeight = ($height/$gameHeight) * 480 [TextureRedefine] width = 640 height = 368 overwriteWidth = ($width/$gameWidth) * (640*$internalRes) overwriteHeight = ($height/$gameHeight) * (368*$internalRes) [TextureRedefine] width = 640 height = 360 tileModesExcluded = 0x001 # fmv sub colour overwriteWidth = ($width/$gameWidth) * (640*$internalRes) overwriteHeight = ($height/$gameHeight) * (360*$internalRes) [TextureRedefine] # shadows 1024 for smoother transition width = 512 height = 512 formats = 0x005 overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader) overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader) [TextureRedefine] width = 512 height = 288 overwriteWidth = ($width/$gameWidth) * (512*$internalRes) overwriteHeight = ($height/$gameHeight) * (288*$internalRes) [TextureRedefine] # fog 1.5 match stencil width = 448 height = 240 overwriteWidth = ($width/$gameWidth) * (448*$internalRes*1.5) overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5) [TextureRedefine] # fog width = 426 height = 240 overwriteWidth = ($width/$gameWidth) * (426*$internalRes*1.5) overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5) [TextureRedefine] # #Bloom, DOF width = 320 height = 192 overwriteWidth = ($width/$gameWidth) * (320*$internalRes) overwriteHeight = ($height/$gameHeight) * (192*$internalRes) [TextureRedefine] # Bloom, DOF width = 384 height = 192 #formats = 0x001 overwriteWidth = ($width/$gameWidth) * (384*$internalRes) overwriteHeight = ($height/$gameHeight) * (192*$internalRes) [TextureRedefine] # Bloom, DOF width = 320 height = 180 overwriteWidth = ($width/$gameWidth) * (320*$internalRes) overwriteHeight = ($height/$gameHeight) * (180*$internalRes) [TextureRedefine] width = 256 height = 144 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (256*$internalRes) overwriteHeight = ($height/$gameHeight) * (144*$internalRes) #[TextureRedefine] # PR screen #width = 256 #height = 256 #formats = 0x810 #,0x011 #0x816 #overwriteWidth = ($height/$gameHeight) * (256*$internalRes) #overwriteHeight = ($height/$gameHeight) * (256*$internalRes) # #[TextureRedefine]# sky #width = 255 #height = 255 #formats = 0x810 ##formatsExcluded = 0x01a,0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($height/$gameHeight) * 255 #overwriteHeight = ($height/$gameHeight) * 255 [TextureRedefine] # skell depth width = 192 height = 96 overwriteWidth = ($width/$gameWidth) * (192*$internalRes) overwriteHeight = ($height/$gameHeight) * (96*$internalRes) [TextureRedefine] # Bloom 2nd width = 160 height = 96 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (160*$internalRes) overwriteHeight = ($height/$gameHeight) * (96*$internalRes) [TextureRedefine] #bloom 2nd width = 160 height = 90 ###formats = 0x816 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (160*$internalRes) overwriteHeight = ($height/$gameHeight) * (90*$internalRes) #[TextureRedefine] # #width = 128 #height = 128 ##formats = 0x806 #,0x035,0x034,0x033,0x031 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * 128 #overwriteHeight = ($height/$gameHeight) * 128 #[TextureRedefine] #width = 127 #height = 127 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 ####formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 #overwriteWidth = ($width/$gameWidth) * 127 #overwriteHeight = ($height/$gameHeight) * 127 [TextureRedefine] #bloom 3rd level width = 96 height = 48 overwriteWidth = ($width/$gameWidth) * (96*$internalRes) overwriteHeight = ($height/$gameHeight) * (48*$internalRes) [TextureRedefine] #bloom 3rd level width = 80 height = 46 overwriteWidth = ($width/$gameWidth) * (80*$internalRes) overwriteHeight = ($height/$gameHeight) * (46*$internalRes) #[TextureRedefine] #width = 64 #height = 64 ####formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (64*$internalRes) #overwriteHeight = ($height/$gameHeight) * (64*$internalRes) [TextureRedefine] #skell cockpit bloom 3rd level width = 64 height = 32 formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 overwriteWidth = ($width/$gameWidth) * (64*$internalRes) overwriteHeight = ($height/$gameHeight) * (32*$internalRes) [TextureRedefine] # width = 32 height = 32 formats = 0x806 #001a breaks flashlight scene overwriteWidth = ($width/$gameWidth) * (32*$internalRes) overwriteHeight = ($height/$gameHeight) * (32*$internalRes) [TextureRedefine] width = 32 height = 16 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (32*$internalRes) overwriteHeight = ($height/$gameHeight) * (16*$internalRes) [TextureRedefine] # width = 16 height = 8 ###formats = 0x008,0x806,0x80e # ,0x431,0x031 formatsExcluded = 0x431,0x035,0x034,0x033,0x031 overwriteWidth = ($width/$gameWidth) * (16*$internalRes) overwriteHeight = ($height/$gameHeight) * (8*$internalRes) #[TextureRedefine] # breaks depth when scaling 1080 #width = 8 #height = 8 ###formats = 0x806,0x81e,0x80e # ,0x431,0x031 #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (8*$internalRes) #overwriteHeight = ($height/$gameHeight) * (8*$internalRes) # #[TextureRedefine] #width = 4 #height = 4 ####formats = 0x81e,0x80e #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (4*$internalRes) #overwriteHeight = ($height/$gameHeight) * (4*$internalRes) # #[TextureRedefine] #width = 1 #height = 1 ####formats = 0x008,0x81e,0x01a #formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #overwriteWidth = ($width/$gameWidth) * (1*$internalRes) #overwriteHeight = ($height/$gameHeight) * (1*$internalRes)