Antrix Posted May 13, 2014 Share Posted May 13, 2014 Hi all! Help me please with one "problem". I want to use the GeDoSaTo tool only for texture replacing and nothing else. But with default settings (in that utility) a had a "smooth" gamplay. Maybe anyone know how to disable any graphics change (without texture replacing) in GeDoSaTo or set it like "ingame"? Link to comment Share on other sites More sharing options...
ensssss Posted May 13, 2014 Share Posted May 13, 2014 (edited) Yes. Open up the GeDoSaTo.ini file and set everything to off. Edit: So I figured I might as well do it for you. Paste this into your gedosato.ini file, replacing everything. # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation # read them before changing anything! ######################################################################################## # Internal settings # The amount of logging output for debugging purpose. # Should be set to 0 if everything works fine for performance reasons. logLevel 0 ######################################################################################## # Graphics settings # The actual rendering resolution you want to use, # and how many Hz you want the game to think it works at. #renderWidth 5120 #renderHeight 2880 renderWidth 3840 renderHeight 2160 #renderWidth 3200 #renderHeight 1800 reportedHz 60 # 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. #presentWidth 2560 #presentHeight 1440 presentWidth 1920 presentHeight 1080 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 -1 # The type of scaling you want to use. # bilinear: what GPUs generally do, cheap performance-wise # bicubic: higher quality, more expensive performance-wise scalingType bilinear # Emulate exact flipping behaviour # requires some extra performance/memory, # but may be important for some games to work emulateFlipBehaviour 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 ######################################################################################## # 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 ######################################################################################## # Dark Souls 2 settings ## 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 0 # AA type # either "smaa" or "fxaa", depending on your preferences aaType smaa ## SSAO # 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 0 # Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance ssaoScale 1 ## DOF # Enable Depth of Field # false = off # true = on enableDoF false # Select the type of DOF effect # basic = basic pseudo-Bokeh DoF # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact dofType basic # Bokeh Depth of Field radius # default = 1.00 # higher = more blurry (e.g. 1.5) # lower = less blurry (e.g. 0.9) # note: small changes make a large difference dofBaseRadius 1.0 ## Post # Enable Postprocessing # false = off # true = on # For in-depth configuration, look in "assets/post.fx" enablePostprocessing false ######################################################################################## # 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 This will disable all the eye-candy effects, but still enable texture overriding. Edited May 13, 2014 by OpenSaucer Link to comment Share on other sites More sharing options...
Antrix Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) Thanx! Edited May 13, 2014 by Antrix Link to comment Share on other sites More sharing options...
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