mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
079da6f21e
TPHD QL tweaks aka, sunday gaming delayed Resolution * Sharper, unscaled blur fixed. See contrasty note * Resolutions 4k and above scale sub viewports 75-> 50% of the main res. 7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet. * Added some off-aspect custom res with horizontal res x2. Good for SSAA fixing shimmering as it's mostly horizontal in TPHD Contrasty * Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at start to override same shader in resolution folder * Minor tweaks to cold setting Fancy FX *Added option to disable blur, just keeping other tweaks active. Realized that half scaling sub-view port mostly replaces fancy fX :/ *Tweaked to somewhat scale, tries to emulate original look by default. Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes) *Added "defocus" looks blurrier by scaling incorrectly, masked by more draw passes. This is similar to the old default Not happy about the results of moving blur from res folder, too many drawbacks as quality of scaling really needs to be per-setting. Will probably deprecate if things start to break again. Maybe global variables in the future?
306 lines
6.0 KiB
Plaintext
306 lines
6.0 KiB
Plaintext
[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = Resolution
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path = "The Legend of Zelda: Twilight Princess HD/Graphics/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 = 1920x1080 (Default)
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$width = 1920
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$height = 1080
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x1080 (21:9 HD)
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$width = 2560
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$height = 1080
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 1.0
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$aspectRatio = (64.0 / 27.0)
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[Preset]
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name = 5760x1080 (48:9 HD)
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$width = 5760
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$height = 1080
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 1.0
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$aspectRatio = (48.0/9.0)
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 1.0
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$aspectRatio = (64.0 / 27.0)
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[Preset]
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name = 7680x1440 (48:9)
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$width = 7680
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$height = 1440
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 0.70
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$aspectRatio = (48.0/9.0)
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[Preset]
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name = 2732x1536
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$width = 2732
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$height = 1536
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 3840x2160 (4k - Native x2)
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$width = 3840
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$height = 2160
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.75
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$internalRes = 0.75
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 5120x2160 (4k 21:9)
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$width = 5120
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$height = 2160
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.75
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$aspectRatio = (64.0 / 27.0)
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.75
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$aspectRatio = (16.0/9.0)
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// Enthusiast
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[Preset]
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name = 7680x4320
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$width = 7680
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$height = 4320
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.5
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$aspectRatio = (16.0/9.0)
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[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
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name = ---- Custom res - SSAA Tweaks ----
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$width = 1920
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$height = 1080
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 1920x2160 (Vertical x2
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$width = 1920
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$height = 2160
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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$internalRes = 1.0
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$aspectRatio = (16.0/9.0)
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[Preset]
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name = 2560x2880 (Vertical x2 - 0.75 sub scaling)
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$width = 2560
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$height = 2880
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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$internalRes = 0.75
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$aspectRatio = (16.0/9.0)
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[Preset] #
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name = 3840x4320 (Vertical x2 - 0.75 sub scaling)
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$width = 3840
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$height = 4320
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$gameWidth = 1920
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$gameHeight = 1080
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$internalRes = 0.75
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$aspectRatio = (16.0/9.0)
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[TextureRedefine]
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width = 1920
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height = 1088
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#formats = 0x011,0x01a
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1088
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[TextureRedefine]
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width = 1920
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height = 1080
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#formats =
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1080
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[TextureRedefine]
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width = 960
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height = 544
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#formats = 0x01a,0x011
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (544*$internalRes)
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[TextureRedefine]
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width = 960
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height = 540
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (540*$internalRes)
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#[TextureRedefine]
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#width = 864
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#height = 480
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##formats =
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#overwriteWidth = ($width/$gameWidth) * 864
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#overwriteHeight = ($height/$gameHeight) * 480
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#
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#[TextureRedefine]
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#width = 854
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#height = 480
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##formats =
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#overwriteWidth = ($width/$gameWidth) * 854
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#overwriteHeight = ($height/$gameHeight) * 480
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#
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#[TextureRedefine] #shadows horsie
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#width = 768
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#height = 768
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#formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 768
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#overwriteHeight = ($height/$gameHeight) * 768
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#
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 272
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (272*$internalRes)
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 270
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (270*$internalRes)
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#
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##[TextureRedefine] #Dont scale
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##width = 448
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##height = 384
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###formats =
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##overwriteWidth = ($width/$gameWidth) * 448
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##overwriteHeight = ($height/$gameHeight) * 384
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#
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##[TextureRedefine] # Dont scale
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##width = 435
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##height = 381
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###formats =
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##overwriteWidth = ($width/$gameWidth) * 435
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##overwriteHeight = ($height/$gameHeight) * 381
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#
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#[TextureRedefine] #Wolf shadows
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#width = 384
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#height = 384
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####formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 384
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#overwriteHeight = ($height/$gameHeight) * 384
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#
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##[TextureRedefine] #Dont scale
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##width = 320
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##height = 288
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###formats = 0x01a
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##overwriteWidth = ($width/$gameWidth) * 320
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##overwriteHeight = ($height/$gameHeight) * 288
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#
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##[TextureRedefine] #Dont scale
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##width = 290
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##height = 280
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###formats =
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##overwriteWidth = ($width/$gameWidth) * 290
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##overwriteHeight = ($height/$gameHeight) * 280
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#
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##[TextureRedefine] # Dont scale
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##width = 282
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##height = 272
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###formats =
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##overwriteWidth = ($width/$gameWidth) * 282
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##overwriteHeight = ($height/$gameHeight) * 272
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