mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-29 03:11:50 +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]
|
|
titleIds = 0005000010177600,0005000010177700,0005000010197d00
|
|
name = Resolution
|
|
path = "Devil's Third/Graphics/Resolution"
|
|
description = Changes the resolution of the game. Made by Crementif.
|
|
version = 4
|
|
|
|
[Preset]
|
|
name = 1280x720 (Default)
|
|
$width = 1280
|
|
$height = 720
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
# Performance
|
|
|
|
[Preset]
|
|
name = 640x360
|
|
$width = 640
|
|
$height = 360
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[Preset]
|
|
name = 960x540
|
|
$width = 960
|
|
$height = 540
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
# Common HD Resolutions
|
|
|
|
[Preset]
|
|
name = 1600x900
|
|
$width = 1600
|
|
$height = 900
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[Preset]
|
|
name = 1920x1080
|
|
$width = 1920
|
|
$height = 1080
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[Preset]
|
|
name = 2560x1440
|
|
$width = 2560
|
|
$height = 1440
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[Preset]
|
|
name = 3200x1800
|
|
$width = 3200
|
|
$height = 1800
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[Preset]
|
|
name = 3840x2160
|
|
$width = 3840
|
|
$height = 2160
|
|
$gameWidth = 1280
|
|
$gameHeight = 720
|
|
|
|
[TextureRedefine]
|
|
width = 1280
|
|
height = 720
|
|
formats = 0x011,0x820,0x01a,0x41a
|
|
tileModesExcluded = 0x1
|
|
overwriteWidth = ($width/$gameWidth) * 1280
|
|
overwriteHeight = ($height/$gameHeight) * 720
|
|
|
|
[TextureRedefine]
|
|
width = 864
|
|
height = 480
|
|
formats = 0x820
|
|
overwriteWidth = ($width/$gameWidth) * 864
|
|
overwriteHeight = ($height/$gameHeight) * 480
|
|
|
|
# Blur
|
|
|
|
[TextureRedefine]
|
|
width = 320
|
|
height = 180
|
|
formats = 0x810,0x820
|
|
overwriteWidth = ($width/$gameWidth) * 320
|
|
overwriteHeight = ($height/$gameHeight) * 180
|
|
|
|
[TextureRedefine]
|
|
width = 320
|
|
height = 192
|
|
formats = 0x810
|
|
overwriteWidth = ($width/$gameWidth) * 320
|
|
overwriteHeight = ($height/$gameHeight) * 192
|
|
|
|
# Bloom
|
|
|
|
[TextureRedefine]
|
|
width = 640
|
|
height = 368
|
|
formats = 0x820
|
|
overwriteWidth = ($width/$gameWidth) * 640
|
|
overwriteHeight = ($height/$gameHeight) * 368
|
|
|
|
[TextureRedefine]
|
|
width = 640
|
|
height = 360
|
|
formats = 0x820
|
|
tileModesExcluded = 0x1
|
|
overwriteWidth = ($width/$gameWidth) * 640
|
|
overwriteHeight = ($height/$gameHeight) * 360
|
|
|
|
# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly.
|
|
|
|
[TextureRedefine]
|
|
width = 352
|
|
height = 192
|
|
formats = 0x820
|
|
overwriteWidth = ($width/$gameWidth) * 352
|
|
overwriteHeight = ($height/$gameHeight) * 192
|
|
|
|
[TextureRedefine]
|
|
width = 322
|
|
height = 182
|
|
formats = 0x820
|
|
overwriteWidth = ($width/$gameWidth) * 322
|
|
overwriteHeight = ($height/$gameHeight) * 182
|