mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
48e248971e
They don't need shader fixes for Vulkan so it should be safe updating the number
328 lines
7.1 KiB
Plaintext
328 lines
7.1 KiB
Plaintext
[Definition]
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titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00
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name = Resolution
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path = "Fast Racing Neo/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 4
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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// Performance
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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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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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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#[Preset]
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#name = 3840x2160 (experimental res, format)
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#$width = 3840 #5760
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#$height = 2160
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 2.0
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#$scaleShader = 1.0
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#$textureFormat = 0x01f
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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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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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#[TextureRedefine]
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#width = 1280
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#height = 720
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#formats = 0x01a
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#overwriteFormat = $textureFormat
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[TextureRedefine] # Game Resolution
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width = 1280
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height = 720
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overwriteWidth = ($width / $gameWidth) * 1280
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overwriteHeight = ($height / $gameHeight) * 720
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[TextureRedefine] # Game Resolution
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width = 1280
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height = 592
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overwriteWidth = ($width / $gameWidth) * 1280
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overwriteHeight = ($height / $gameHeight) * 592
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[TextureRedefine] # Game Resolution
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width = 1280
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height = 580
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overwriteWidth = ($width / $gameWidth) * 1280
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overwriteHeight = ($height / $gameHeight) * 580
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[TextureRedefine] # Light Shafts Pass
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width = 1024
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height = 512
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formats = 0x1
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overwriteWidth = ($width / $gameWidth) * 1024
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overwriteHeight = ($height / $gameHeight) * 512
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[TextureRedefine] # Gamepad Resolution
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width = 854
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height = 480
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overwriteWidth = ($width / $gameWidth) * 854
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overwriteHeight = ($height / $gameHeight) * 480
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[TextureRedefine] # 0.5.x main
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width = 640
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height = 720
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#formats = 0x816,0x001,0x01a
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # 0.5.x main 8 rounding
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width = 640
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height = 592
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#formats = 0x816,0x001,0x01a
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * 592
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[TextureRedefine] # 0.5.x main
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width = 640
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height = 580
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#formats = 0x816,0x001,0x01a
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * 580
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[TextureRedefine] # Bloom Pass
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width = 640
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height = 368
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 368
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[TextureRedefine] # Bloom Pass
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width = 640
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height = 360
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 360
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[TextureRedefine] # Bloom Pass
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width = 640
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height = 304
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 304
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[TextureRedefine] # Bloom Pass
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width = 640
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height = 290
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overwriteWidth = ($width / $gameWidth) * 640
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overwriteHeight = ($height / $gameHeight) * 290
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[TextureRedefine] # Light Shafts Pass Mip
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width = 512
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height = 512
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formats = 0x1
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overwriteWidth = ($width / $gameWidth) * (512*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 512
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[TextureRedefine] # Light Shafts Pass Mip
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width = 512
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height = 256
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formats = 0x1
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overwriteWidth = ($width / $gameWidth) * 512
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overwriteHeight = ($height / $gameHeight) * 256
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 368
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overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 368
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 360
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overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 360
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 192
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overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 192
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 180
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formatsExcluded = 0x41a
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overwriteWidth = ($width / $gameWidth) * (320*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 180
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[TextureRedefine] # Light Shafts Pass Mip
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width = 256
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height = 256
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formats = 0x1
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overwriteWidth = ($width / $gameWidth) * (256*$internalRes)
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overwriteHeight = ($height / $gameHeight) * 256
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[TextureRedefine] # Bloom Pass Mip
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width = 160
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height = 96
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overwriteWidth = ($width / $gameWidth) * 160
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overwriteHeight = ($height / $gameHeight) * 96
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[TextureRedefine] # Bloom Pass Mip
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width = 160
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height = 90
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overwriteWidth = ($width / $gameWidth) * 160
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overwriteHeight = ($height / $gameHeight) * 90
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[TextureRedefine] # Bloom Pass Mip
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width = 96
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height = 48
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overwriteWidth = ($width / $gameWidth) * 96
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overwriteHeight = ($height / $gameHeight) * 48
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[TextureRedefine] # Bloom Pass Mip
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width = 80
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height = 45
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overwriteWidth = ($width / $gameWidth) * 80
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overwriteHeight = ($height / $gameHeight) * 45
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[TextureRedefine] # Bloom Pass Mip
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width = 64
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height = 32
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formats = 0x816
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overwriteWidth = ($width / $gameWidth) * 64
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overwriteHeight = ($height / $gameHeight) * 32
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[TextureRedefine] # Bloom Pass Mip
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width = 40
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height = 22
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overwriteWidth = ($width / $gameWidth) * 40
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overwriteHeight = ($height / $gameHeight) * 22
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 160
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overwriteWidth = ($width / $gameWidth) * 320
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overwriteHeight = ($height / $gameHeight) * 160
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[TextureRedefine] # Bloom Pass Mip
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width = 320
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height = 145
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overwriteWidth = ($width / $gameWidth) * 320
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overwriteHeight = ($height / $gameHeight) * 145
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[TextureRedefine] # Bloom Pass Mip
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width = 160
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height = 80
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overwriteWidth = ($width / $gameWidth) * 160
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overwriteHeight = ($height / $gameHeight) * 80
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[TextureRedefine] # Bloom Pass Mip
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width = 160
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height = 72
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overwriteWidth = ($width / $gameWidth) * 160
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overwriteHeight = ($height / $gameHeight) * 72
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[TextureRedefine] # Bloom Pass Mip
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width = 96
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height = 48
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overwriteWidth = ($width / $gameWidth) * 96
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overwriteHeight = ($height / $gameHeight) * 48
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[TextureRedefine] # Bloom Pass Mip
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width = 80
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height = 36
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overwriteWidth = ($width / $gameWidth) * 80
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overwriteHeight = ($height / $gameHeight) * 36
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[TextureRedefine] # Bloom Pass Mip
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width = 40
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height = 18
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overwriteWidth = ($width / $gameWidth) * 40
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overwriteHeight = ($height / $gameHeight) * 18
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