[Definition] titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00 name = Resolution path = "Fast Racing Neo/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 $scaleShader = 1.0 $textureFormat = 0x01a // Performance [Preset] name = 320x180 $width = 320 $height = 180 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 640x360 $width = 640 $height = 360 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 960x540 $width = 960 $height = 540 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a // Common HD Resolutions [Preset] name = 1600x900 $width = 1600 $height = 900 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 1920x1080 $width = 1920 $height = 1080 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 2560x1440 $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 3200x1800 $width = 3200 $height = 1800 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a [Preset] name = 3840x2160 $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a #[Preset] #name = 3840x2160 (experimental res, format) #$width = 3840 #5760 #$height = 2160 #$gameWidth = 1280 #$gameHeight = 720 #$internalRes = 2.0 #$scaleShader = 1.0 #$textureFormat = 0x01f [Preset] name = 5120x2880 $width = 5120 $height = 2880 $gameWidth = 1280 $gameHeight = 720 $internalRes = 1.0 $scaleShader = 1.0 $textureFormat = 0x01a #[TextureRedefine] #width = 1280 #height = 720 #formats = 0x01a #overwriteFormat = $textureFormat [TextureRedefine] # Game Resolution width = 1280 height = 720 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 [TextureRedefine] # Game Resolution width = 1280 height = 592 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 592 [TextureRedefine] # Game Resolution width = 1280 height = 580 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 580 [TextureRedefine] # Light Shafts Pass width = 1024 height = 512 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 1024 overwriteHeight = ($height / $gameHeight) * 512 [TextureRedefine] # Gamepad Resolution width = 854 height = 480 overwriteWidth = ($width / $gameWidth) * 854 overwriteHeight = ($height / $gameHeight) * 480 [TextureRedefine] # 0.5.x main width = 640 height = 720 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * (640*$internalRes) overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] # 0.5.x main 8 rounding width = 640 height = 592 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * (640*$internalRes) overwriteHeight = ($height/$gameHeight) * 592 [TextureRedefine] # 0.5.x main width = 640 height = 580 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * (640*$internalRes) overwriteHeight = ($height/$gameHeight) * 580 [TextureRedefine] # Bloom Pass width = 640 height = 368 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Bloom Pass width = 640 height = 360 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Bloom Pass width = 640 height = 304 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 304 [TextureRedefine] # Bloom Pass width = 640 height = 290 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 290 [TextureRedefine] # Light Shafts Pass Mip width = 512 height = 512 formats = 0x1 overwriteWidth = ($width / $gameWidth) * (512*$internalRes) overwriteHeight = ($height / $gameHeight) * 512 [TextureRedefine] # Light Shafts Pass Mip width = 512 height = 256 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 512 overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # Bloom Pass Mip width = 320 height = 368 overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Bloom Pass Mip width = 320 height = 360 overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Bloom Pass Mip width = 320 height = 192 overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 192 [TextureRedefine] # Bloom Pass Mip width = 320 height = 180 formatsExcluded = 0x41a overwriteWidth = ($width / $gameWidth) * (320*$internalRes) overwriteHeight = ($height / $gameHeight) * 180 [TextureRedefine] # Light Shafts Pass Mip width = 256 height = 256 formats = 0x1 overwriteWidth = ($width / $gameWidth) * (256*$internalRes) overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # Bloom Pass Mip width = 160 height = 96 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 96 [TextureRedefine] # Bloom Pass Mip width = 160 height = 90 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 90 [TextureRedefine] # Bloom Pass Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Pass Mip width = 80 height = 45 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 45 [TextureRedefine] # Bloom Pass Mip width = 64 height = 32 formats = 0x816 overwriteWidth = ($width / $gameWidth) * 64 overwriteHeight = ($height / $gameHeight) * 32 [TextureRedefine] # Bloom Pass Mip width = 40 height = 22 overwriteWidth = ($width / $gameWidth) * 40 overwriteHeight = ($height / $gameHeight) * 22 [TextureRedefine] # Bloom Pass Mip width = 320 height = 160 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 160 [TextureRedefine] # Bloom Pass Mip width = 320 height = 145 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 145 [TextureRedefine] # Bloom Pass Mip width = 160 height = 80 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 80 [TextureRedefine] # Bloom Pass Mip width = 160 height = 72 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 72 [TextureRedefine] # Bloom Pass Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Pass Mip width = 80 height = 36 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 36 [TextureRedefine] # Bloom Pass Mip width = 40 height = 18 overwriteWidth = ($width / $gameWidth) * 40 overwriteHeight = ($height / $gameHeight) * 18