mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-28 10:51:50 +01:00
44 lines
1.3 KiB
Markdown
44 lines
1.3 KiB
Markdown
------
|
|
### TLoZ Wind Waker HD
|
|
------
|
|
### Graphic options
|
|
3840x4320 vert x2 SSAA - light res x2
|
|
|
|
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option.
|
|
|
|
Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges.
|
|
|
|
### 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)
|
|
```
|