[Definition] titleIds = 0005000010172600,0005000010172700,000500001011B900 name = Resolution path = "Bayonetta 2/Graphics/Resolution" description = Changes the resolution of the game. Made by Slashiee and getdls. version = 4 [Preset] name = 1280x720 (Default) $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 # Performance [Preset] name = 640x360 $width = 640 $height = 360 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 960x540 $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 # Common HD Resolutions [Preset] name = 1600x900 $width = 1600 $height = 900 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 1920x1080 $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 2560x1440 $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 3200x1800 $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 3840x2160 $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 [Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering name = --- SSAA res Tweaks - Set scaling to Stretch $width = 1920 $height = 2160 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 1920x1080 (Vertical 200%, 2160) $width = 1920 $height = 2160 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 2560x1440 (Vertical 200%, 1440) $width = 2560 $height = 2880 $gameWidth = 1280 $gameHeight = 720 [Preset] name = 3840x2160 (Vertical 200%, 4320) $width = 3840 $height = 4320 $gameWidth = 1280 $gameHeight = 720 [TextureRedefine] # Game Resolution width = 1280 height = 720 tileModesExcluded = 0x001 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 [TextureRedefine] # Blur Map width = 640 height = 368 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Blur Map width = 640 height = 360 tileModesExcluded = 0x001 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Motion Blur Map width = 320 height = 192 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 192 [TextureRedefine] # Motion Blur Map width = 320 height = 180 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 180 [TextureRedefine] # Bloom Map width = 320 height = 176 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 176 [TextureRedefine] # depth loading etc width = 256 height = 256 formats = 0x011 overwriteWidth = ($width / $gameWidth) * 256 overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # Bloom Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Mip width = 80 height = 48 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Mip width = 64 height = 32 formats = 0x1a overwriteWidth = ($width / $gameWidth) * 64 overwriteHeight = ($height / $gameHeight) * 32 [TextureRedefine] # Bloom Mip width = 48 height = 32 overwriteWidth = ($width / $gameWidth) * 48 overwriteHeight = ($height / $gameHeight) * 32 [TextureRedefine] # particles width = 8 height = 8 formats = 0x01a overwriteWidth = ($width / $gameWidth) * 8 overwriteHeight = ($height / $gameHeight) * 8 [TextureRedefine] # grading? width = 4 height = 4 formats = 0x80e overwriteWidth = ($width / $gameWidth) * 4 overwriteHeight = ($height / $gameHeight) * 4