mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-28 19:01:51 +01:00
6c14f4aff1
Both were fully verified, so no issues should be present. This basically means that every game that runs properly (Star Wars doesn't go in-game, Tokyo Mirage is also very buggy and the upscaling filters don't work with cemu yet) before V5 will have graphic packs at least.
49 lines
1.4 KiB
Markdown
49 lines
1.4 KiB
Markdown
------
|
|
### TLoZ Twilight Princess HD
|
|
------
|
|
### Graphic options
|
|
|
|
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option.
|
|
|
|
0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions).
|
|
|
|
UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
|
|
|
|
|
|
### 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]
|
|
name = 3440x1440 (21:9)
|
|
$width = 3440
|
|
$height = 1440
|
|
$gameWidth= 1920
|
|
$gameHeight= 1080
|
|
$lightSource = 1.5
|
|
$scaleShader = (2560.0/3440.0)
|
|
$aspectRatio = (43.0/18.0)
|
|
```
|
|
|
|
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)
|
|
|
|
```
|
|
[TextureRedefine]
|
|
width = 1024
|
|
height = 544
|
|
formats = 0x001
|
|
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
|
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
|
```
|
|
![21:9](TP21_9.jpg)
|
|
|
|
|