I can’t answer that with certainty since I haven’t tested my console specific presets at 1440p (yet).
You can probably use whichever one looks best to you. If I were to make a 1440p version of my console specific presets there may not be any huge difference in terms of the overall sharpness of the presets themselves as they’re probably about as sharp as I can get them right now, which is what used to be the main differentiator between the various resolution optimizations in the past. I basically was trying to ensure that sharpness was more or less consistent when using different resolutions.
There were other things that I needed to tweak the presets for as well like the mask size and type. Mask types that might work well for 1080p and 4K displays may not be the best choice for 1440p displays.
At some point I was trying to have all of my presets to show the RGB triads when viewed up close. I wasn’t getting this to look right in my testing at 1440p so I ended up going with a completely different mask type as a result.
I have now learned that the final look of those RGB triads can vary considerably depending on the subpixel layout of the individual display and at the time I was trying to do all of my testing and development on a 4K screen. The result is that the way the presets would look at 1440p on my 4K screen may not match at all the way they might look on a native 1440p screen.
Since the main differentiator between the resolution optimizations is using the Mask Type, Size and Layout which I think looks best at any resolution, I would really want to be testing on a native 1440p screen going forward.
So what you can do is continue using my 1080p Console Specific Presets (or even my 4K Console Specific Presets) and experiment with the Mask Types, Sizes and Layout at 1440p and use the one that looks best to you. You don’t have to go below Mask 5, you can play around with Masks 5 though
1312. You can turn off Deconvergence first if you want to see exactly how each mask aligns with your display’s subpixels and be sure to try both layout 0 and layout 1 for each mask type.
You can either leave the Mask Size at 0 (Auto) or adjust it between 1 and 2 to match your taste depending on which Mask you have selected.
This is how you would get the console specific presets to match your display.
If you don’t find any settings to be satisfactory or have any confusion, you can just fall back to the Mask Size and Mask Type settings that are used in my Composite-Sharp__1440p__PVM-Edition preset.
Ever since the Guest-CRT-Advanced shader that’s one of the foundations of the HSM Mega Bezel Reflection Shader package got the ability to toggle (reverse) Mask Layouts, I’ve recommended that users experiment to see which Mask Layout looks best with their particular displays as I have set them to match my personal displays.
Try not to be too nit-picky, just use what looks good and if you enjoy my presets be sure to spread the word so that others may benefit!
I don’t recommend dropping down to 1080p resolution if you’re on a 1440p screen as that would result in uneven scaling. You can drop down to 1280 x 720p though if you need to get an additional performance boost.
So feel free to go ahead and experiment. Even though it may sound tedious to go through all those Mask Types, Sizes and Layouts, it’s not really that hard. The correct Mask Size and Layout should be pretty obvious at first glance so you can quickly move on to the next Mask Type.
Lastly, don’t forget to turn Deconvergence back on when you’re finished, then you can go back then Save the Preset as a Core Preset and also as a new custom preset with a new name.