[Definition] titleIds = 0005000010172600,0005000010172700,000500001011B900 name = Graphic Options path = "Bayonetta 2/Graphics" description = Allows you to change the game's resolution, shadow quality and anisotropic filtering quality.|Made by M&&M and getdls. version = 6 [Default] $width = 1280 $height = 720 $gameWidth = 1280 $gameHeight = 720 $shadowQuality = 1 $anisotropy = 1 # Resolutions [Preset] name = 320x180 category = Resolution $width = 320 $height = 180 [Preset] name = 640x360 category = Resolution $width = 640 $height = 360 [Preset] name = 854x480 category = Resolution $width = 854 $height = 480 [Preset] name = 960x540 category = Resolution $width = 960 $height = 540 [Preset] name = 1280x720 category = Resolution default = 1 [Preset] name = 1600x900 category = Resolution $width = 1600 $height = 900 [Preset] name = 1920x1080 category = Resolution $width = 1920 $height = 1080 [Preset] name = 2560x1440 category = Resolution $width = 2560 $height = 1440 [Preset] name = 3200x1800 category = Resolution $width = 3200 $height = 1800 [Preset] name = 3840x2160 category = Resolution $width = 3840 $height = 2160 [Preset] name = 5120x2880 category = Resolution $width = 5120 $height = 2880 [Preset] name = 7680x4320 category = Resolution $width = 7680 $height = 4320 [Preset] name = 2560x1080 (21:9) category = Resolution $width = 2560 $height = 1080 [Preset] name = 3440x1440 (21:9) category = Resolution $width = 3440 $height = 1440 [Preset] name = 5120x2160 (21:9) category = Resolution $width = 5120 $height = 2160 # Shadow Quality [Preset] name = Low category = Shadow Quality $shadowQuality = 0.5 [Preset] name = Medium category = Shadow Quality default = 1 [Preset] name = High category = Shadow Quality $shadowQuality = 2 [Preset] name = Ultra category = Shadow Quality $shadowQuality = 3 [Preset] name = Extreme category = Shadow Quality $shadowQuality = 4 # Anisotropic Filtering Quality [Preset] name = 1x category = Anisotropic Filtering Quality default = 1 [Preset] name = 2x category = Anisotropic Filtering Quality $anisotropy = 2 [Preset] name = 4x category = Anisotropic Filtering Quality $anisotropy = 4 [Preset] name = 8x category = Anisotropic Filtering Quality $anisotropy = 8 [Preset] name = 16x category = Anisotropic Filtering Quality $anisotropy = 16 # Anisotropic Filtering [TextureRedefine] tileModesExcluded = 0x001 # ignore cpu processed textures formatsExcluded = 0x001,0x01a,0x01f,0x122,0x806,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps overwriteAnisotropy = $anisotropy # Color Depth [TextureRedefine] width = 1280 height = 720 formats = 0x01a overwriteFormat = 0x01f [TextureRedefine] width = 640 height = 368 formats = 0x01a overwriteFormat = 0x01f [TextureRedefine] width = 640 height = 360 formats = 0x01a overwriteFormat = 0x01f [TextureRedefine] width = 320 height = 192 formats = 0x01a overwriteFormat = 0x01f [TextureRedefine] width = 320 height = 180 formats = 0x01a overwriteFormat = 0x01f [TextureRedefine] width = 320 height = 176 formats = 0x01a overwriteFormat = 0x01f # Texture Scaling [TextureRedefine] width = 1280 height = 720 tileModesExcluded = 0x001 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 [TextureRedefine] # Blur Map width = 640 height = 368 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Blur Map width = 640 height = 360 tileModesExcluded = 0x001 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Motion Blur Map width = 320 height = 192 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 192 [TextureRedefine] # Motion Blur Map width = 320 height = 180 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 180 [TextureRedefine] # Bloom Map width = 320 height = 176 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 176 [TextureRedefine] # depth loading etc width = 256 height = 256 formats = 0x011 overwriteWidth = ($width / $gameWidth) * 256 overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # depth loading etc width = 128 height = 128 formats = 0x011 #,0x1a depth = 1 overwriteWidth = ($width / $gameWidth) * 128 overwriteHeight = ($height / $gameHeight) * 128 [TextureRedefine] # Bloom Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Mip width = 80 height = 48 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # depth loading etc width = 64 height = 64 depth = 1 formats = 0x011 #,0x1a overwriteWidth = ($width / $gameWidth) * 64 overwriteHeight = ($height / $gameHeight) * 64 [TextureRedefine] # Bloom Mip width = 64 height = 32 formats = 0x1a overwriteWidth = ($width / $gameWidth) * 64 overwriteHeight = ($height / $gameHeight) * 32 [TextureRedefine] # Bloom Mip width = 48 height = 32 overwriteWidth = ($width / $gameWidth) * 48 overwriteHeight = ($height / $gameHeight) * 32 # Shadows and Dynamic Shadows [TextureRedefine] width = 1024 height = 2048 formats = 0x5,0x11 overwriteWidth = $shadowQuality * 1024 overwriteHeight = $shadowQuality * 2048 # [TextureRedefine] # particles (check its depth and tilemode) # width = 8 # height = 8 # formats = 0x01a # overwriteWidth = ($width / $gameWidth) * 8 # overwriteHeight = ($height / $gameHeight) * 8 # [TextureRedefine] # grading? (check its depth and tilemode) # width = 4 # height = 4 # formats = 0x80e # overwriteWidth = ($width / $gameWidth) * 4 # overwriteHeight = ($height / $gameHeight) * 4