Dark Souls internal rendering resolution fix (DSfix)

People call it downsampling.

Technically correct would be OGSSAA (Ordered Grid Super Sampling Anti Aliasing)

Trying to make sure everyone was on the same playing field, so to speak, most likely. No advantage to those with a higher frame rate, if there would be any advantage with it. That's the only reason I would imagine, to keep it fair (in less words).
 
If I dont use downsampling, and just keep the MOD and in-game settings at 2560x1600 I get 30fps and the game looks sick. If I try 5120x3200 in the MOD with 2560x1600 in-game my fps will max out at 15fps. However my GPUs do not go above 60% in the first section at least. Gonna try to see if I can successfully implement supersampling at a lower resolution without the fps dropping to 15fps max.

AMD? The drivers are very buggy and disable/put the videocard on low power mode if it's not used enough.

Enable, manually, 2xAA and 16xAnisotropic and other bells and whistles on the Control Panel of your videocard (Catalyst if it's an AMD) and it should be fixed.

I'd try on Nvidia cards too.
 
Holy crap, its insane how much detail just goes out of the window pre-patch...

Actually am going to buy this now as soon as I whittle down some of my current backlog.
 
But why the fuck does this happen? The artists have to know what resolution the game is gonna finally run in. A lot of artists for current gen games seem to. I've played a lot of current gen console ports where the PC version has revealed how crappy the textures are. I was certain that's how it would turn out for Dark Souls but apparently it's the opposite.

It's the same with a lot of the PS2 classics being upsampled into 720p in the HD collections. Games like MGS3 and Ico had detail in the art assets that were there on the PS2, but almost impossible to notice until they were brought to the PS3.

Maybe it's something about Japanese texture artists. I dunno.


I don't know. I think the textures are made at the highest resolution possible on the production phase, and then downsampled as needed (not enough storage space to put the textures at their full resolution on the disk, not enough memory to load them at that high resolution, shitty performance because of the engine or shitty graphical performance on old hardware). Sometimes, if everything falls into place, there's no reason to downsample them AS MUCH, thus, we end up with better textures than the system can actually display.

And then we all get fucking amazed when it's ported to PC/it's emulated later on.

At least that's how I think it works - I know I make everything graphical at a much higher resolution when working on Photoshop, even though I'm amateur at best, and then downsample when needed.
 
But why the fuck does this happen? The artists have to know what resolution the game is gonna finally run in. A lot of artists for current gen games seem to. I've played a lot of current gen console ports where the PC version has revealed how crappy the textures are. I was certain that's how it would turn out for Dark Souls but apparently it's the opposite.

It's the same with a lot of the PS2 classics being upsampled into 720p in the HD collections. Games like MGS3 and Ico had detail in the art assets that were there on the PS2, but almost impossible to notice until they were brought to the PS3.

Maybe it's something about Japanese texture artists. I dunno.

Final Fantasy XII
Most of textures were killed by low res.
As of Dark Souls PS3. Sometimes you can see those amazing textures but mainly you see them as somewhat blurry textures.

Ptoblem is resolution overall not native vs non native res. Same thing with Witcher2. In 720p mode you don't see anything amazing in texture work but if you change to 1080p and above your eyes will melt (razorsharp textures).

As Dark Souls Armors textures looks very good Witcher ones are just stunning.

Dennis4k had some photo of geralt on sky.

I want new consoles already ! 720p is fucking terrible res right now.
 
Yeah, I hope Durante is successful with the DOF in either getting it fixed/removed. It's like a constant reminder of the port quality seeing the default resolution on half the screen.

Final Fantasy XII
Most of textures were killed by low res.
As of Dark Souls PS3. Sometimes you can see those amazing textures but mainly you see them as somewhat blurry textures.

Ptoblem is resolution overall not native vs non native res. Same thing with Witcher2. In 720p mode you don't see anything amazing in texture work but if you change to 1080p and above your eyes will melt (razorsharp textures).

As Dark Souls Armors textures looks very good Witcher ones are just stunning.

Dennis4k had some photo of geralt on sky.

I want new consoles already ! 720p is fucking terrible res right now.

They definitely didn't need to go to the trouble, but I'm happy they did. If you zoom in to the texture on ps3 you are too close to the texture and it's blurry. Zoom out and the low resolution can't display the texture quality properly and you get a blurry mess. Seems like a waste of time unless they planned on archiving the textures for future projects.
 
The game is only 3.75gb, so it's not like they have to worry about storage restrictions. That's probably why.

its really well compressed, even the cgs look decent.

considering the diablo 3 cgs, which looked like real player from the 90s.... it was like nonstop artifacting
 
Just want to pop in and say this is incredible work. I hadn't touched the game since about December last year so hopping back in with this fix is amazing.

Durante you're a genius.
 
Anyone got SLI working correctly? I tried with 0x00400005 and AFR as mentioned on the Guru3D forums, but that kills the bloom lighting.

No, it's not really needed, but it would be fun to see if I could push the resolution even further.
 
People call it downsampling.

Technically correct would be OGSSAA (Ordered Grid Super Sampling Anti Aliasing)

I'm using OGSSAA that is basically that. Custom display resolution (2880x1620) downsampled to my max monitor resolution (1080p).

It's nice to set it up because you can basically use it in almost every game. (2880x1620 will show up as an option in-game).

I guess it's called SuperSampling:

[url]http://en.wikipedia.org/wiki/Supersampling[/url] said:
Supersampling is one of the ways of solving this problem. Samples are taken at several instances inside the pixel (not just at the center as default) and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then downsampling (shrinking) it to the desired size, using the extra pixels for calculation. The result is smoother transitions from one line of pixels to another along the edges of objects.
 
suprised my 4870 could handle this at 2560×1440

iDKnmPfBFuSUi.bmp

WAT?!

HD4870 can do that?!



HELL YEAH!!!
 
What's the word on fixing the depth of field? Is it doable, you think? Would it even look good at the proper res? It looks rough.
 
Anyone got SLI working correctly? I tried with 0x00400005 and AFR as mentioned on the Guru3D forums, but that kills the bloom lighting.

No, it's not really needed, but it would be fun to see if I could push the resolution even further.

Go into NVIDIA control panel and select Force alternate frame rendering 2 under SLI rendering mode.
 
What's the word on fixing the depth of field? Is it doable, you think? Would it even look good at the proper res? It looks rough.

My understanding is that it's similar to Wind Waker where the game uses a lower resolution version of the image to simulate blurring of objects that are out of focus. Setting that resolution to the normal rendering res would remove the effect entirely, I think.

Durante believes he can get to the DoF res and let us set that to whatever we want as another configuration option.
 
Didn't Durante himself kinda pick apart that post and present info to support that this ubisoft guy was wrong?

Edit: also, I loved all the people that kept linking back to that ubisoft guys post like that was some sort of official set in stone thing and that his post was 100% true

I don't know if Durante did, but I certainly called the guy out for being a liar. And when people kept regurgitating his nonsense like it had any basis in reality, lost my sanity and banned myself from the thread :lol.
 
I don't know if Durante did, but I certainly called the guy out for being a liar. And when people kept regurgitating his nonsense like it had any basis in reality, lost my sanity and banned myself from the thread :lol.

do you know what the Ubisoft guy's thread is called?
 
What internal resolution are you using in the hack? Do you have the sampling set to 1 or 2?

# internal rendering resolution of the game
renderWidth 3840
renderHeight 2160

# texture filtering override
# 0 = no change, 1 = enable supersampling by downscaling, 2 = full AF override (may degrade performance)
filteringOverride 2

Specs:
i5 2500K @ 4.2GHz
GTX 680
 
Final Fantasy XII
Most of textures were killed by low res.
As of Dark Souls PS3. Sometimes you can see those amazing textures but mainly you see them as somewhat blurry textures.

Ptoblem is resolution overall not native vs non native res. Same thing with Witcher2. In 720p mode you don't see anything amazing in texture work but if you change to 1080p and above your eyes will melt (razorsharp textures).

As Dark Souls Armors textures looks very good Witcher ones are just stunning.

Dennis4k had some photo of geralt on sky.

I want new consoles already ! 720p is fucking terrible res right now.

Oh next gen console games will probably still be 720p, but because of the hardware they'll probably be able to get better textures on there, so at least PC ports will benefit. We might even start to get some of that benefit as soon as games start getting made for the Wii U, since it supposedly has much more memory.
 
Aright, so I have it figured out. If you are getting 15fps max or run into areas where your fps drop to 15 fps max, it is because your video card is maxing out and cant keep up with doing 30fps. Even though both my GPUs were running at 60% in SLI, I was only able to get 15fps max in the opening area using 5120x3200 in the MOD with 2560*1920 in-game using texture filtering #2. I had to drop it down to 3360x2100 in the MOD and 1680x1050 in-game however it would jump between 15fps max and 30fps max showing that I was on the verge of being able to handle that setting and maintain 30fps, but of course in more demanding parts of the game I def would not be able to. So anyone getting 15fps max you need to turn down your settings to get 30 fps max.
 
My understanding it that it's similar to Wind Waker where the game uses a lower resolution version of the image to simulate blurring of objects that are out of focus. Setting that resolution to the normal rendering res would remove the effect entirely, I think.

Durante believes he can get to the DoF res and let us set that to whatever we want as another configuration option.

Honestly, I'd probably just turn it off if I could. Not a big fan of it outside of CryEngine 3 and UE4's DX11 implementation.
 
Gah! This mod is looking awesome, but apparently has a problem for us unlucky people with 2 videocards (an integrated and a dedicated one obviously).

With this mod, my framerate is capped at 15; I suspect it uses the integrated one. I tried to force the game to use my dedicated card (nVidia control panel), but no avail.

Without the mod, it's running at 30 fps. I tried the same resolution with and without mod.
And it didn't matter if I ran at 800x480 (or something shitty) or 1920x1280; 15 fps always.

Anyone with a solution / kick in the right direction? I tried the suggestion in the OP, but no go :(.
 
A couple of shots at 5760x3240 for fun. Almost playable honestly, but the frame rate fluctuates a bit. Great job Durante!

data2012-08-2500-37-1omolq.png


data2012-08-2500-39-57foer.png


e: Something must have gone bad... The game crashed the first time I tried to launch with this resolution, so maybe it didn't work as it should. It looks a bit worse than 3840x2160, hah! Oh well, still looks good :)
 
Honestly, I'd probably just turn it off if I could. Not a big fan of it outside of CryEngine 3 and UE4's DX11 implementation.

I think Valve does motion blur the best in Source games. It's so subtle that you don't know it's there... which is how it should be.
 
Oh next gen console games will probably still be 720p,

Today mediacore price PC can do 1080p without a problem for most of games. Next gen hardware will be future proof for a year or two and 1-2 more years since it's closed platform.

1080p will be standard next gen. 60FPS is where lie problem.

We might even start to get some of that benefit as soon as games start getting made for the Wii U, since it supposedly has much more memory.

Higher memory for 720p is waste if time. You need higher res to see detail (see Dark Souls). And i don't want to be a dick but look at Batman AA for Wii U.
 
This is EXACTLY my problem.

I solved what the issue is a few posts up from yours: Aright, so I have it figured out. If you are getting 15fps max or run into areas where your fps drop to 15 fps max, it is because your video card is maxing out and cant keep up with doing 30fps. Even though both my GPUs were running at 60% in SLI, I was only able to get 15fps max in the opening area using 5120x3200 in the MOD with 2560*1920 in-game using texture filtering #2. I had to drop it down to 3360x2100 in the MOD and 1680x1050 in-game however it would jump between 15fps max and 30fps max showing that I was on the verge of being able to handle that setting and maintain 30fps, but of course in more demanding parts of the game I def would not be able to. So anyone getting 15fps max you need to turn down your settings to get 30 fps max.
 
Gah! This mod is looking awesome, but apparently has a problem for us unlucky people with 2 videocards (an integrated and a dedicated one obviously).

With this mod, my framerate is capped at 15; I suspect it uses the integrated one. I tried to force the game to use my dedicated card (nVidia control panel), but no avail.

Without the mod, it's running at 30 fps. I tried the same resolution with and without mod.
And it didn't matter if I ran at 800x480 (or something shitty) or 1920x1280; 15 fps always.

Anyone with a solution / kick in the right direction? I tried the suggestion in the OP, but no go :(.
And this is why I hate SLI/Crossfire/Dual GPU setups.

I'd guess those are drivers problems.


I solved what the issue is a few posts up from yours: Aright, so I have it figured out. If you are getting 15fps max or run into areas where your fps drop to 15 fps max, it is because your video card is maxing out and cant keep up with doing 30fps. Even though both my GPUs were running at 60% in SLI, I was only able to get 15fps max in the opening area using 5120x3200 in the MOD with 2560*1920 in-game using texture filtering #2.

See? How is that even possible? Your videocard is only using 60% of it's capacity, but can't keep up?
 
Gah! This mod is looking awesome, but apparently has a problem for us unlucky people with 2 videocards (an integrated and a dedicated one obviously).

With this mod, my framerate is capped at 15; I suspect it uses the integrated one. I tried to force the game to use my dedicated card (nVidia control panel), but no avail.

Without the mod, it's running at 30 fps. I tried the same resolution with and without mod.
And it didn't matter if I ran at 800x480 (or something shitty) or 1920x1280; 15 fps always.

Anyone with a solution / kick in the right direction? I tried the suggestion in the OP, but no go :(.

Did you go into the INI file and change the resolution there or are you changing it in the game? Try changing your INI resolution to 1080p or something lower.
 
I don't know if Durante did, but I certainly called the guy out for being a liar. And when people kept regurgitating his nonsense like it had any basis in reality, lost my sanity and banned myself from the thread :lol.

Yeah I just went browsing through the NeoGAF thread and couldn't really stand much more for searching for it.

I guess its just ignorant people being ignorant, especially when they kept linking back to that same forum post. It's disgusting.

I for myself, thought that the internal res fix would be something like an ENB mod for Skyrim - where it took Boris about a month or so to develop new cool post processing effects for Skyrim (like DoF, SSAO, etc), and then probably make a d3d9.dll to implement the fix. I was super stoked to see that Durante made a fix for it yesterday =) , otherwise I would have placed all my hope with Boris
 
I think you must be misunderstanding me. I spelled it out earlier:

In-game setting is 1920 x 1808, 60 Hz
No Mods (720p internal resolution): 30 FPS solid
Mod @ 720p: 15 FPS
Mod @ 1080p: 15 FPS
Mod @ anything else: 15 FPS

...meaning no matter what resolution I run the mod at, I get 15 FPS, even if the mod is running just the basic resolution of 720p, or 1080p, or anything else.

I appreciate the advice, though.

Did you try your INI settings at something less than 1080p?
 
I think you must be misunderstanding me. I spelled it out earlier:

In-game setting is 1920 x 1808, 60 Hz
No Mods (720p internal resolution): 30 FPS solid
Mod @ 720p: 15 FPS
Mod @ 1080p: 15 FPS
Mod @ anything else: 15 FPS

...meaning no matter what resolution I run the mod at, I get 15 FPS, even if the mod is running just the basic resolution of 720p, or 1080p, or anything else.

I appreciate the advice, though.

Go lower and see what happens.
 
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