Dark Souls internal rendering resolution fix (DSfix)

By the way, you guys have already updated your custom steam icon, right?

pL7MD.png
 
If it was easy I'd have done it a week ago ;)

Seriously, the game uses a crazy special vertex shader for rendering the HUD, and the input positions are only loosely related to the output positions. The lower 3 squares in the lower left are drawn with an entirely different call than the top one, and the bottom one is actually split in two halves that are separately positioned. I could go on.

It's something I've wanted to do from the start.

WTF? Do you see any possible reason for these loony decisions?
 
Done for hours, but I want to get another thing done before I release.

I'm sure that from their position there was a good reason. But once it's through PhyreEngine and the high-level abstraction, what ends up at the D3D level is indeed pretty looney.

But I just had a breakthrough.

Every post from you is like reading a John Carmack twitter post. I love reading them.
 
If anyone figures out what the correct hashtags are for Chester's outfit on a male character, please let me know. The ones I have must be incorrect because the game still doesn't recognize the changes I made even with them saved to PNG. Thanks.

I might roll with the original Demon's Souls victory text, was so epic especially with the underlying text. It would be great if that could be added too but I doubt it.
 
My "installation" of DSfix seems to break when I mess with textures. I just take the files out of the archive again, set the same settings and it works again.
 
Even though I won't use the majority of stuff that has been added, I am really impressed with your enthusiasm and dedication to this, Durante.
 
http://www.sendspace.com/file/lg5uxj

btw if someone is geeky enough to do text like in the original game - use a radial blur with zoom option (30-40%) . Then darken the edges. You will need to overlay another layer with a slight blur with Overlay mode to get that color gradation

I tried duplicating the text layer and putting radial blur with 40%, then used the "Darken" blending option in the bottom layer. I think I'm getting there:
dsbth4xq8e.jpg


best Quick Look of all time, also played the game lol
 
Well, since you were asking, the HUD is rendered in about 60 steps. Here are some of them:
Is that unusual for HUD rendering? I don't know the proper terms, but I think OpenGL has something where you can put a batch of textured quads together and then render those in one call. If D3D has the equivalent, is that what you'd expect? Otherwise, if you are drawing one HUD element at a time, your screenshots seem like they'd make sense.
 
I won't get the new release done today, sorry. I need to go to work tomorrow, so some sleep is required.

Made a high-res font texture.

fontelpjbl.jpg


DL: http://www.sendspace.com/file/db2k57
Very nice! And quite close to the original font.


Is that unusual for HUD rendering? I don't know the proper terms, but I think OpenGL has something where you can put a batch of textured quads together and then render those in one call. If D3D has the equivalent, is that what you'd expect? Otherwise, if you are drawing one HUD element at a time, your screenshots seem like they'd make sense.
Well, if I did it, I'd at least put everything that's using the same texture in one rendering call. But it's not really unusual. What is really unusual is the way the specify vertex positions for their HUD shader.
 
If I enable SSAO through DSfix should I be putting a compatibility mode into inspector? I tried it and my FPS were really low and I am on SLI GTX 580s. With SSAO off and SMAA maxed + 3840x2400 I am getting a solid 30 at all times otherwise.
 
Is there a way to make replacement textures transparent? So that they hide models or parts of them? Saving a transparent png or adding in an alpha channel doesn't seem to do the trick, I just get a pitch black model instead.
 
If I enable SSAO through DSfix should I be putting a compatibility mode into inspector? I tried it and my FPS were really low and I am on SLI GTX 580s. With SSAO off and SMAA maxed + 3840x2400 I am getting a solid 30 at all times otherwise.
If you have SSAO on in DSFix, you don't need anything else on anywhere else.
 
If I enable SSAO through DSfix should I be putting a compatibility mode into inspector? I tried it and my FPS were really low and I am on SLI GTX 580s. With SSAO off and SMAA maxed + 3840x2400 I am getting a solid 30 at all times otherwise.
What's the SLI flag for Dark Souls? It's running perfectly with one card for me but it's killing me inside that the other one is idling.
 
Ok, i have this problem:


So far, it only happens when i'm invading: I press F8 to switch to full screen but the game freezes and i have to kill the process and restart the game. Didn't happen with the previous version.
 
Any reason why in the Forest area (namely Alvina's area where the covenant is) I get these weird graphical glitches? It looks like a super high contrast pink and bluish-green whenever I point the camera at a certain spot. Are there any tweaks I need to make in the ini. or should I just upgrade to the 1.1-1.2 fix?

Edit: Taken from elsewhere, but it looks EXACTLY like this.
TQlcf.jpg
 
Any reason why in the Forest area (namely Alvina's area where the covenant is) I get these weird graphical glitches? It looks like a super high contrast pink and bluish-green whenever I point the camera at a certain spot. Are there any tweaks I need to make in the ini. or should I just upgrade to the 1.1-1.2 fix?

Edit: Taken from elsewhere, but it looks EXACTLY like this.
TQlcf.jpg

I have the same issue even on the 1.2 fix and only in Darkroot Garden near Alvina. I recommend updating to 1.1/1.2 since it allows for in-game toggling of SMAA and SSAO. It seems it's those features that cause the glitch. Turn those off. Once you're past that area, press the toggle keys to reactivate SMAA/SSAO if you desire.

That'll work until Durante can look into it, though it's pretty minor.
 
Couldn't get texture replacement to work for Chester's gear...but I can on the Hollow Thief armor. I'm currently in the process of de-hoboing it and taking all the holes out so it looks cool again. Gonna have to wait to finish until tomorrow though because I'm sleepy.
 
Couldn't get texture replacement to work for Chester's gear...but I can on the Hollow Thief armor. I'm currently in the process of de-hoboing it and taking all the holes out so it looks cool again. Gonna have to wait to finish until tomorrow though because I'm sleepy.

Looking forward to this :)


Also looks like someone might need to open a Dark Souls modding site to host and organize all this stuff.
 
So...I'm playing with mouse+keyb, anyone have a fix for button prompts? They're still in xbox 360 controller format. I saw something earlier that replaces the button prompts with those of PS3's. That's of no use to me. And a higher resolution (but smaller font) text?
 
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