mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 03:24:15 +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.
131 lines
2.4 KiB
Plaintext
131 lines
2.4 KiB
Plaintext
[Definition]
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titleIds = 0005000010177600,0005000010177700,0005000010197d00
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name = Resolution
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path = "Devil's Third/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Crementif.
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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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# Performance
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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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[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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# 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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[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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[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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[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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[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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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x011,0x820,0x01a,0x41a
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tileModesExcluded = 0x1
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 864
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height = 480
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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# Blur
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[TextureRedefine]
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width = 320
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height = 180
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formats = 0x810,0x820
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 320
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height = 192
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formats = 0x810
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 192
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# Bloom
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x820
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tileModesExcluded = 0x1
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 360
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# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly.
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[TextureRedefine]
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width = 352
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height = 192
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 352
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overwriteHeight = ($height/$gameHeight) * 192
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[TextureRedefine]
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width = 322
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height = 182
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 322
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overwriteHeight = ($height/$gameHeight) * 182
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