# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!
## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)
########################################################################################
# Graphics settings
# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
renderResolution 3840x2400@60
#renderResolution 5760x1080@60alcca
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 1920
presentHeight 1200
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval 0
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType lanczos
# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
# true = pillar/letterboxing
maintainAspectRatio true
# Forces an anisotropic filtering level
# 0 = no override
# N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
# in some games. Outside of special circumstances (e.g. FF13), you should rather use a
# driver-level override.
forceAnisoLevel 16
########################################################################################
# Compatibility Settings
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false
# Loads Steam overlay early
loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0
# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None
# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false
########################################################################################
# Windowing settings
# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false
# Forces "real" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false
########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 4
# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa
## SSAO
# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SiSAO inspred by ArKano22
ssaoType VSSAO2
# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 3
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType sharp
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF true
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.00
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing true
# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante
## Bloom
# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
# Adjust the reported client rect when downsampling
modifyGetClientRect true
# Adjust the reported window rect when downsampling
modifyGetWindowRect true
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
# Number of seconds on-screen messages are displayed for
messageSeconds 10
# The maximum degree of parallelism for screenshot encoding
# N = use up to N worker threads for screenshots
# 0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4