Dark Souls internal rendering resolution fix (DSfix)

Thanks for the no-hud tip. Success!

hudless1.png


hudless2.png

9832_81be.gif
 
That last one might not work. Tried 3x3 1080p, and no luck.

Hm, I tested 5120×3200 out for a few seconds and it put an instant hurting on my frames, so I assumed it was working. I think that's also what Sethos is using. Dunno though.

I'm at 3840x2400 but I may turn it to down to 2560×1600 for general play since the framerate tends to judder every so often. Still looks quite excellent there.
 
Thanks for the no-hud tip. Success!

hudless1.png


hudless2.png

Seeing the texture work in this game first hand within the tutorial area is actual mind blowing. Was this really how the console version looked, just with that low res internal buffer? I swear it was a lot worse than this from what I played. It looks top of the line at points like the ground by the main courtyard bonfire.
 
Seeing the texture work in this game first hand within the tutorial area is actual mind blowing. Was this really how the console version looked, just with that low res internal buffer? I swear it was a lot worse than this from what I played. It looks top of the line at points like the ground by the main courtyard bonfire.

THere's some Texture Filtering going on (the videocard does that internally, by default), but yes: That's how the game looks like when rendered at a proper resolution.

That's why Wii games look so good, and N64 games look so bad when upsampled (N64 has cartridges, so the resolution on the textures are really low).
 
So after a couple hours of testing this out, I have the MOD at 5120x3200 and in-game 2560x1600. Using Texture Filtering #2. Now when I run this on a single GTX275 it is really laggy. But when I force SLI rendering #2 in NVIDIA control panel it is pretty smooth. However in both cases when I run fraps it is telling me I am only getting between 10 and 15 fps. So when I am running SLI and it is telling me 10 fps it is still smooth as if I am getting closer to 30. Something strange is going on.

Also, TheExodu5, what fps is FRAPs saying you are getting?

Update: Nevermind, it was all in my head, im getting the fps FRAPs is sayin. Going back to w/o the MOD confirmed it.
 
Seeing the texture work in this game first hand within the tutorial area is actual mind blowing. Was this really how the console version looked, just with that low res internal buffer? I swear it was a lot worse than this from what I played. It looks top of the line at points like the ground by the main courtyard bonfire.

Yea, how weird must it be for a graphic artist to spend hours upon hours creating super high-resolution textures that end up being a blurry mess because the software guys can't optimize the renderer enough to get HD resolutions?

It's kind of the inverse of Skyrim, where the textures were low resolution and blurry as hell despite being rendered in high resolution.
 
Yea, how weird must it be for a graphic artist to spend hours upon hours creating super high-resolution textures that end up being a blurry mess because the software guys can't optimize the renderer enough to get HD resolutions?

It's kind of the inverse of Skyrim, where the textures were low resolution and blurry as hell despite being rendered in high resolution.

Now I wouldn't say the were blurry, they were just low res and most of them were really badly optimized when exported from a texture to a .dds

Well, while I thought about doing texture mods for Dark Souls, I see that its no longer necessary with supersampling thanks to Durante =)
 
Is it just me, or is there something odd looking about the character shadows (or lack thereof) in the screenshots above?

Btw, I wonder if Namco is ever going to comment on this situation, or pretend like it never happened.
 
PC games? Sure. A few already do this, such as The Witcher 2 and Sleeping Dogs.

For consoles? No way. Only the hardcore graphics enthusiasts really appreciate the improved IQ, and it doesn't come cheap in terms of performance.

I dunno, if the character models were slightly higher polycount here, this game would look top of the line. There's no way people wouldn't appreciate virtually 0 jaggies in textures and on character models. I hope some of the better developers develop techniques to make games look like this on consoles... This is an amatuer fix developed in a day, imagine what months of planning and focus from an actual team of developers could achieve.

On another note, I can't believe FROM Soft was ready and willing to hide how amazing this game really looks behind that shitty resolution. I would have never thought it could look this good.
 
Yeah texture work is amazing in my opinion.

Blightown is actually very good looking place not blurry mess like console one.
It's no Witcher 2 in therm of texture but it's amazing that same textures are on PS3.
 
Maybe I'm jumping the gun here quite a bit, but could we be looking at techniques that next-gen games could use to achieve visuals as clear and sharp as this?

EDIT: I probably am, but I've never heard of supersampling or seen it in action, and the results are amazing. The console versions don't even hint at detail like this in the environments.

more power on consoles will always lead to more things on screen, more particle effects, higher quality textures, better models, better IA, but I doubt they will improve IQ directly. I'd be impressed if next gen we get 60 fps or actually native rendering resolutions at 1080. We'll probably get unstable 30 fps and internal rendering sub 1080p, just like this gen, because they feel the need to add better lighting or something to that extent.

Which is really sad.
 
Is it just me, or is there something odd looking about the character shadows (or lack thereof) in the screenshots above?

Btw, I wonder if Namco is ever going to comment on this situation, or pretend like it never happened.

The shadow has a weird greenish hue. It's there.
 
Wow the textures look so beautiful. That ex-Ubisoft guy who claimed Dark Souls couldn't be rendered at high resolutions because the textures were too low res was seriously full of shit.
 
It really must be frustrating at times to be an artist creating high resolution assets that end up looking bad when put into the game at a reduced resolution or with a low res framebuffer or excessive blur shitting up the quality of the work.

I'm honestly positively surprised at some of the texture work shown here. Good stuff.
 
Tried with 3840×2160 and the game looked beyond amazing, it was very much playable but i noticed a few dips here and there, so i'm gonna try 2560×1440 next, see if it's better.

Both with full AF enforcing, from the ini.
 
Tried with 3840×2160 and the game looked beyond amazing, it was very much playable but i noticed a few dips here and there, so i'm gonna try 2560×1440 next, see if it's better.

Both with full AF enforcing, from the ini.

sweet mother of god

and future pictures, can we put them in quote boxes please.
 
getting down to blighttown and killing the boss right away is actually easier than getting back up to firelink through the shortcut. i swear they must have added a poison dart guy to those platforms because i don't remember having trouble with dart guys before. probably was a terrible idea coming down here without any mosses. between the annoying wasps and the spider dudes i get poisoned and then toxic'd really easily. considering just starting over because I was really only doing this to mess around and see if I could do the second bell first

last night after getting frustrated with trying to get back up to firelink, i took a walk down to
demon ruins and then down to ash lake
to mess around and take some shots. constant 30 fps everywhere i've been so far. i love the wall textures down in
demon ruins

spoilerish pics

http://www.abload.de/img/data2012-08-2404-44-3jcrtm.png
http://www.abload.de/img/data2012-08-2404-45-1iuros.png
http://www.abload.de/img/data2012-08-2404-45-31dq3i.png
http://www.abload.de/img/data2012-08-2404-46-1b5q1u.png
http://www.abload.de/img/data2012-08-2404-48-5kfo2n.png
http://www.abload.de/img/data2012-08-2405-12-3q6om3.png
 
I dunno, if the character models were slightly higher polycount here, this game would look top of the line. There's no way people wouldn't appreciate virtually 0 jaggies in textures and on character models. I hope some of the better developers develop techniques to make games look like this on consoles... This is an amatuer fix developed in a day, imagine what months of planning and focus from an actual team of developers could achieve.

On another note, I can't believe FROM Soft was ready and willing to hide how amazing this game really looks behind that shitty resolution. I would have never thought it could look this good.

You won't see super sampling on consoles when they don't even consistently aim for 720p now, I'd imagine. I'll be amazed if 1080p even became an uncommon feature next cycle on tech heavy games

Devs have strange ideas, to me at least at what constitutes good use of tech. Like five tons of post processing on a low res jagged mess
 
Yea, how weird must it be for a graphic artist to spend hours upon hours creating super high-resolution textures that end up being a blurry mess because the software guys can't optimize the renderer enough to get HD resolutions?

It's kind of the inverse of Skyrim, where the textures were low resolution and blurry as hell despite being rendered in high resolution.

Such a shame, they are really something to behold!

THere's some Texture Filtering going on (the videocard does that internally, by default), but yes: That's how the game looks like when rendered at a proper resolution.

That's why Wii games look so good, and N64 games look so bad when upsampled (N64 has cartridges, so the resolution on the textures are really low).

It's just nuts. A lot of these textures look on the magnitude of at least 1024x1024. Some look even 2048x2048. I can't believe they had the memory to support that.
 
You are the man Durante. Running at 1440p and it looks amazing. Hard to believe the only difference between this and the PS3 version is just the resolution, it looks so much better. Also, you have a very good taste in music.
 
It's just nuts. A lot of these textures look on the magnitude of at least 1024x1024. Some look even 2048x2048. I can't believe they had the memory to support that.

One would have to open up the actual files to find out the resolution. I don't think they're that big: There's no reason for them to be.

I believe it's just that regular post-processing of Textures and rendering shit at a decent resolution make everything shine: Even some PS2 games look amazing in comparison to their native rendering.
 
I'm tempted to find that guy's name, create a Wikipedia page for him, and have it just link to the wiki page for Animal Feces.

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
 
Hey, what's the industry name for this kind of Anti Aliasing?

As in, rendering something in higher resolution and then shrinking it back to display at a lower resolution?

I thought it was super sampling, but that's taking multiple samples of a area and deciding on a common color for that area. I don't think that's this.

I want to learn why this is so much better than other forms of Anti Aliasing, all which I hate, except this one is awesome.
 
This game is still as good as I remember and now with good graphics. Thanks Durante. You rock!

I'm kinda shocked to realize how ugly this game was on consoles. Everything is so much better now.
 
im running at 1680 * 1050 what should i set the res in config to for downsample
 
Performance is fantastic with the DSFix installed. I'm running an aging machine (Q6600) and very rarely see less than 30fps (the fixed framerate.)

Sorry I completely fucked my question up. I meant what was the reason behind the locked resolution to begin with. Seems that performance is fine so it's just another case of a developer not knowing what the hell they are doing?
 
Hey, what's the industry name for this kind of Anti Aliasing?

As in, rendering something in higher resolution and then shrinking it back to display at a lower resolution?

I thought it was super sampling, but that's taking multiple samples of a area and deciding on a common color for that area. I don't think that's this.

I want to learn why this is so much better than other forms of Anti Aliasing, all which I hate, except this one is awesome.
People call it downsampling.

Technically correct would be OGSSAA (Ordered Grid Super Sampling Anti Aliasing)
 
Hey, what's the industry name for this kind of Anti Aliasing?

As in, rendering something in higher resolution and then shrinking it back to display at a lower resolution?

I thought it was super sampling, but that's taking multiple samples of a area and deciding on a common color for that area. I don't think that's this.

I want to learn why this is so much better than other forms of Anti Aliasing, all which I hate, except this one is awesome.
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).
 
THere's some Texture Filtering going on (the videocard does that internally, by default), but yes: That's how the game looks like when rendered at a proper resolution.

That's why Wii games look so good, and N64 games look so bad when upsampled (N64 has cartridges, so the resolution on the textures are really low).

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 was 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.
 
One would have to open up the actual files to find out the resolution. I don't think they're that big: There's no reason for them to be.

I believe it's just that regular post-processing of Textures and rendering shit at a decent resolution make everything shine: Even some PS2 games look amazing in comparison to their native rendering.

The texture and map designers should be very proud of themselves. They made something truly spectacular here. If I hadn't of played demon and dark souls on PS3 I would have completely been fooled that this was full fledged PC game with this mod.
 
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.
 
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