[Definition] titleIds = 000500001012f000,00050000101d6000,00050000101e4100,00050000101FED00 name = Resolution path = "FAST Racing NEO/Graphics" description = Changes the resolution of the game.||Made by M&&M and getdls. version = 5 [Default] $width = 1280 $height = 720 $padWidth = 854 $padHeight = 480 $gameWidth = 1280 $gameHeight = 720 $gamePadWidth = 854 $gamePadHeight = 480 $anisotropy = 1 # TV Resolution [Preset] category = TV Resolution name = 320x180 $width = 320 $height = 180 [Preset] category = TV Resolution name = 640x360 $width = 640 $height = 360 [Preset] category = TV Resolution name = 854x480 $width = 854 $height = 480 [Preset] category = TV Resolution name = 960x540 $width = 960 $height = 540 [Preset] category = TV Resolution name = 1280x720 default = 1 [Preset] category = TV Resolution name = 1600x900 $width = 1600 $height = 900 [Preset] category = TV Resolution name = 1920x1080 $width = 1920 $height = 1080 [Preset] category = TV Resolution name = 2560x1440 $width = 2560 $height = 1440 [Preset] category = TV Resolution name = 3200x1800 $width = 3200 $height = 1800 [Preset] category = TV Resolution name = 3840x2160 $width = 3840 $height = 2160 [Preset] category = TV Resolution name = 5120x2880 $width = 5120 $height = 2880 [Preset] category = TV Resolution name = 7680x4320 $width = 7680 $height = 4320 [Preset] category = TV Resolution name = 1280x800 (16:10) $width = 1280 $height = 800 [Preset] category = TV Resolution name = 1680x1050 (16:10) $width = 1680 $height = 1050 [Preset] category = TV Resolution name = 1680x1080 (16:10) $width = 1680 $height = 1080 [Preset] category = TV Resolution name = 1920x1200 (16:10) $width = 1920 $height = 1200 [Preset] category = TV Resolution name = 1920x1224 (16:10) $width = 1920 $height = 1224 [Preset] category = TV Resolution name = 2880x1800 (16:10) $width = 2880 $height = 1800 [Preset] category = TV Resolution name = 2560x1656 (16:10) $width = 2560 $height = 1656 [Preset] category = TV Resolution name = 2560x1080 (21:9) $width = 2560 $height = 1080 [Preset] category = TV Resolution name = 3440x1440 (21:9) $width = 3440 $height = 1440 [Preset] category = TV Resolution name = 5120x2160 (21:9) $width = 5120 $height = 2160 [Preset] category = TV Resolution name = 3840x1080 (32:9) $width = 3840 $height = 1080 [Preset] category = TV Resolution name = 5120x1440 (32:9) $width = 5120 $height = 1440 # Gamepad Resolution [Preset] category = Gamepad Resolution name = 320x180 $padWidth = 320 $padHeight = 180 [Preset] category = Gamepad Resolution name = 640x360 $padWidth = 640 $padHeight = 360 [Preset] category = Gamepad Resolution name = 854x480 default = 1 [Preset] category = Gamepad Resolution name = 960x540 $padWidth = 960 $padHeight = 540 [Preset] category = Gamepad Resolution name = 1280x720 $padWidth = 1280 $padHeight = 720 [Preset] category = Gamepad Resolution name = 1600x900 $padWidth = 1600 $padHeight = 900 [Preset] category = Gamepad Resolution name = 1920x1080 $padWidth = 1920 $padHeight = 1080 [Preset] category = Gamepad Resolution name = 2560x1440 $padWidth = 2560 $padHeight = 1440 [Preset] category = Gamepad Resolution name = 3200x1800 $padWidth = 3200 $padHeight = 1800 [Preset] category = Gamepad Resolution name = 3840x2160 $padWidth = 3840 $padHeight = 2160 [Preset] category = Gamepad Resolution name = 5120x2880 $padWidth = 5120 $padHeight = 2880 [Preset] category = Gamepad Resolution name = 7680x4320 $padWidth = 7680 $padHeight = 4320 [Preset] category = Gamepad Resolution name = 1280x800 (16:10) $padWidth = 1280 $padHeight = 800 [Preset] category = Gamepad Resolution name = 1680x1050 (16:10) $padWidth = 1680 $padHeight = 1050 [Preset] category = Gamepad Resolution name = 1680x1080 (16:10) $padWidth = 1680 $padHeight = 1080 [Preset] category = Gamepad Resolution name = 1920x1200 (16:10) $padWidth = 1920 $padHeight = 1200 [Preset] category = Gamepad Resolution name = 1920x1224 (16:10) $padWidth = 1920 $padHeight = 1224 [Preset] category = Gamepad Resolution name = 2880x1800 (16:10) $padWidth = 2880 $padHeight = 1800 [Preset] category = Gamepad Resolution name = 2560x1656 (16:10) $padWidth = 2560 $padHeight = 1656 [Preset] category = Gamepad Resolution name = 2560x1080 (21:9) $padWidth = 2560 $padHeight = 1080 [Preset] category = Gamepad Resolution name = 3440x1440 (21:9) $padWidth = 3440 $padHeight = 1440 [Preset] category = Gamepad Resolution name = 5120x2160 (21:9) $padWidth = 5120 $padHeight = 2160 [Preset] category = Gamepad Resolution name = 3840x1080 (32:9) $padWidth = 3840 $padHeight = 1080 [Preset] category = Gamepad Resolution name = 5120x1440 (32:9) $padWidth = 5120 $padHeight = 1440 # 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 = 0x1 # ignore cpu processed textures formatsExcluded = 0x1,0x11,0x19,0x1a,0x1f,0x21f,0x122,0x806,0x80e,0x810,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps overwriteAnisotropy = $anisotropy [TextureRedefine] # Game Resolution width = 1280 height = 720 formatsExcluded = 0x41a overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 [TextureRedefine] # Game Resolution width = 1280 height = 720 formats = 0x41a inMEM1 = 1 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 720 [TextureRedefine] # Game Resolution width = 1280 height = 592 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 592 [TextureRedefine] # Game Resolution width = 1280 height = 580 overwriteWidth = ($width / $gameWidth) * 1280 overwriteHeight = ($height / $gameHeight) * 580 [TextureRedefine] # Light Shafts Pass width = 1024 height = 512 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 1024 overwriteHeight = ($height / $gameHeight) * 512 [TextureRedefine] # Gamepad Resolution width = 864 height = 480 overwriteWidth = ($padWidth / $gamePadWidth) * 864 overwriteHeight = ($padHeight / $gamePadHeight) * 480 [TextureRedefine] # Gamepad Resolution width = 854 height = 480 overwriteWidth = ($padWidth / $gamePadWidth) * 854 overwriteHeight = ($padHeight / $gamePadHeight) * 480 [TextureRedefine] # 0.5.x main width = 640 height = 720 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 720 [TextureRedefine] # 0.5.x main 8 rounding width = 640 height = 592 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 592 [TextureRedefine] # 0.5.x main width = 640 height = 580 #formats = 0x816,0x001,0x01a overwriteWidth = ($width/$gameWidth) * 640 overwriteHeight = ($height/$gameHeight) * 580 [TextureRedefine] # Bloom Pass width = 640 height = 368 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Bloom Pass width = 640 height = 360 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Bloom Pass width = 640 height = 304 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 304 [TextureRedefine] # Bloom Pass width = 640 height = 290 overwriteWidth = ($width / $gameWidth) * 640 overwriteHeight = ($height / $gameHeight) * 290 [TextureRedefine] # Light Shafts Pass Mip width = 512 height = 512 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 512 overwriteHeight = ($height / $gameHeight) * 512 [TextureRedefine] # Light Shafts Pass Mip width = 512 height = 256 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 512 overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # Bloom Pass Mip width = 320 height = 368 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 368 [TextureRedefine] # Bloom Pass Mip width = 320 height = 360 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 360 [TextureRedefine] # Bloom Pass Mip width = 320 height = 192 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 192 [TextureRedefine] # Bloom Pass Mip width = 320 height = 180 formatsExcluded = 0x41a overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 180 [TextureRedefine] # Light Shafts Pass Mip width = 256 height = 256 formats = 0x1 overwriteWidth = ($width / $gameWidth) * 256 overwriteHeight = ($height / $gameHeight) * 256 [TextureRedefine] # Bloom Pass Mip width = 160 height = 96 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 96 [TextureRedefine] # Bloom Pass Mip width = 160 height = 90 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 90 [TextureRedefine] # Bloom Pass Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Pass Mip width = 80 height = 45 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 45 [TextureRedefine] # Bloom Pass Mip width = 64 height = 32 formats = 0x816 overwriteWidth = ($width / $gameWidth) * 64 overwriteHeight = ($height / $gameHeight) * 32 [TextureRedefine] # Bloom Pass Mip width = 40 height = 22 overwriteWidth = ($width / $gameWidth) * 40 overwriteHeight = ($height / $gameHeight) * 22 [TextureRedefine] # Bloom Pass Mip width = 320 height = 160 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 160 [TextureRedefine] # Bloom Pass Mip width = 320 height = 145 overwriteWidth = ($width / $gameWidth) * 320 overwriteHeight = ($height / $gameHeight) * 145 [TextureRedefine] # Bloom Pass Mip width = 160 height = 80 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 80 [TextureRedefine] # Bloom Pass Mip width = 160 height = 72 overwriteWidth = ($width / $gameWidth) * 160 overwriteHeight = ($height / $gameHeight) * 72 [TextureRedefine] # Bloom Pass Mip width = 96 height = 48 overwriteWidth = ($width / $gameWidth) * 96 overwriteHeight = ($height / $gameHeight) * 48 [TextureRedefine] # Bloom Pass Mip width = 80 height = 36 overwriteWidth = ($width / $gameWidth) * 80 overwriteHeight = ($height / $gameHeight) * 36 [TextureRedefine] # Bloom Pass Mip width = 40 height = 18 overwriteWidth = ($width / $gameWidth) * 40 overwriteHeight = ($height / $gameHeight) * 18