Dark Souls internal rendering resolution fix (DSfix)

I wasn't a big fan of the DoF but running the game on my TV it looks nice. Probably looks good on a large monitor as well, but on my 24 inch I prefer the 810 res DoF without blur.
 
Unfortunate, playing this on AMD cards will get you dithered/washed out/8bit like colors. At least that's what I think. You use 6950, I use 2x 6850 Crossfire. Mine looks the same as yours. Someone with a Nvidia card, quick, post a similar screenshot!

I fixed it! Got rid of the ugly vertical lines by turning down SSAO to 1.
using 1920x1080 32 bit (thanks ppls) internal
SMAA 4
SSAO 1
dofoverrideres 810
dofblur to 0 (my preference, I can see enemies from far away haha)

Looks great will post ss later
 
Version 1.2

This version includes the following bugfixes:
- Fixed some symbols still appearing with HUD toggled off (buttons, dashes, etc)
- Fixed cut-off messages at some specific resolutions
- Improved SSAO quality and speed, reduced distant artifacts (there is still some flickering, this is due to the method, use weak SSAO or downsample to mitigate this)

And adds these features:
- The screenshot folder can be specified in the .ini (this was a popular request)
- Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
- In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.

Example texture override:
texoverride85p2f.png
 
- Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
- In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.

Wow! :O

Looking forward to seeing Sen's Fortress with high-res textures some day.
 
Version 1.2

This version includes the following bugfixes:
- Fixed some symbols still appearing with HUD toggled off (buttons, dashes, etc)
- Fixed cut-off messages at some specific resolutions
- Improved SSAO quality and speed, reduced distant artifacts (there is still some flickering, this is due to the method, use weak SSAO or downsample to mitigate this)

And adds these features:
- The screenshot folder can be specified in the .ini (this was a popular request)
- Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
- In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.

Example texture override:

Cool stuff man, gonna try myself at some mods.
 
- Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
- In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.
Someone needs to change 'VICTORY ACHIEVED' back to 'YOU DEFEATED'.
 
Btw guys, I *strongly* recommend NOT using downsampling. Imo it affects the gameplay in a negative way. Controls feel less responsive, overall it just feels laggier.
 
- Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
- In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.

If this means high resolution texture for the enviroments I may double-dip on this game.

Amazing work!
 
Uh... I have dual 6870s and my game has none of that blurryness.

6970 and same. Clean IQ for me.

Not true at all. I am playing with a 6870 and the colors are perfect.

My bad, didn't know you could choose between 16/32 bit colours in the settings. Mine was set at 1920x1080 16 bit. Happy to know it's not a AMD thing. It looks great now, but i've played about 50% of the game and took countless pictures :(

I fixed it! Got rid of the ugly vertical lines by turning down SSAO to 1.
using 1920x1080 32 bit (thanks ppls) internal
SMAA 4
SSAO 1
dofoverrideres 810
dofblur to 0 (my preference, I can see enemies from far away haha)

Looks great will post ss later

Thanks for letting us know!!
 
No. It's not about lag because of worse performance. I have steady 30FPS. It's a general problem of downsampling.

You gotta explain me that in the best technical way that you find possible for me to believe in it.

It's like saying that playing in Quad HD resolutions in capable hardware detracts from the game experience. No sense.
 
Some of the shots here are already amazing. I just cannot understand how much better it could get! :D

Yeah, but, c'mon... Some texture are seriously bad. Look at Skyrim for example, I'd be happy with just a single HQ texture pack.
I'll still buy this game on pc though. On sale, because I already own the console version.
 
No. It's not about lag because of worse performance. I have steady 30FPS. It's a general problem of downsampling.
No it's not. Particularly not in Dark Souls, which already does the scaling step anyway, even if you are rendering at native resolution.

What could be happening is this: without downsampling, your frames take a shorter time to render, which means that they may drop into an earlier screen refresh slice, which makes the game appear more responsive. This is possible even if you are at 30 FPS in both cases.

If this means high resolution texture for the enviroments I may double-dip on this game.

Amazing work!
I think the environment and object textures are already pretty damn good for the most part. I mostly implemented it for HUD/button replacements. But let's see what people come up with.
 
Yeah, but, c'mon... Some texture are seriously bad. Look at Skyrim for example, I'd be happy with just a single HQ texture pack.
I'll still buy this game on pc though. On sale, because I already own the console version.

True enough.

It is always funny to see the community get hold of games. You either see amazing work like Durante...or you see nude mods and people altering textures to make PvP easier.

Lets see what happens! My only concern if if people later to texture too much, then it won't reflect on the Artists at FROM who did amazing work on the game. Hopefully it won't be that much of an issue.
 
No it's not. Particularly not in Dark Souls, which already does the scaling step anyway, even if you are rendering at native resolution.

What could be happening is this: without downsampling, your frames take a shorter time to render, which means that they may drop into an earlier screen refresh slice, which makes the game appear more responsive. This is possible even if you are at 30 FPS in both cases.

I felt this way in every game I used downsampling on. Switiching back to 1080p was always like a relieve and it's no different for Dark Souls. I can't explain it in a technical way, sorry. System is a 660ti and an i52500k @4.2ghz btw.

EDIT:

Someone pls get rid of the 2D trees. -.- Looks like a PS1 game.
 
I have a core i7 960 and crossfire 6950 and I'm playing at 2560x1600 but not constant 30. Am I better off lowering res or do you think overclocking my 960 will be enough? I have never overclocked an intel cpu before.
 
Are there known issues?
=======================
- At vertical resolutions higher than 720 the sun may not be rendered correctly under some circumstances. This is under investigation, any insight is appreciated.

I noticed that it's possible to force the bug of the sun (but also of the moon!) by superimposing it repeatedly any polygonal surface (the character model, a tree, a wall, whatever). Sometimes it reappears, sometimes disappears : S.
 
Ok, then it's working as intended.

Thx for the new Version Durante. love the SSAO improvement stuff!

I happen to have found a bug though with the rendering of dynamic shadows. This place in Anor Londo moves and hence has dynamic shadows. In 1.1 they render at all distances. In 1.2 they render in a smaller square distance around the character and hence are messed up.

1.1
1.1ekjg9.png


1.2
1.2tokv4.png


Can anyone confirm this other than myself? I tried multiple resolutions to see if it was dependent on that.
 
Top Bottom