Dark Souls internal rendering resolution fix (DSfix)

you really have to get close and look at the lines of models..rotate the camera next to an edge of a wall and flip it on and off. you will see some smoothing (if you set the ssao setting above 0)

Yeah, I upped it to 2 and could notice. I don't know if that's really necessary... Besides, from regular viewing distance, It just seems like it blurs the edges of everything (like I said earlier and people said it was mean to say that.. :D)

Also, I'm sorry but I don't usually tweak things so much on games. I usually just want stable FPS. Since this mod allows me to toggle stuff on and off, I'm experimenting a little with it. Is this how SSAO is supposed to work?

JL8J7.jpg

kG7RI.jpg

This is SSAO 2. I get the shadows on the folliage and everything, but what about the "border shadow" on every building in the background, including stuff underwater that you're not really supposed to see? Is it like that because that's how it's supposed to be, something to do the way it's implemented here or I just need to tweak the settings more proper?

They're just regular Steam Screenshots (2560x1600 native resized to 1920x1080), SMAA 2, blur Off (I think, I don't quite remember now) and SSAO toggled on and Off between the pictures. Also they're on img.ur because i'm lazy. :D

Edit: Also, this might be placebo effect, but I'd say I'm getting better performance on this version than before. SSAO didn't really change much, performance wise at a first glance.
 
With RadeonPro enabled, the latest version crashes on startup. I'm going to see if it's something specific with the profile I have setup or the FPS overlay. Other than that, it looks amazing. I can't thank you enough Durante.

Actually, it's not on start up. It happens right after the GFWL signs in.
 
This is SSAO 2. I get the shadows on the folliage and everything, but what about the "border shadow" on every building in the background, including stuff underwater that you're not really supposed to see? Is it like that because that's how it's supposed to be, something to do the way it's implemented here or I just need to tweak the settings more proper?

I get the same thing. There is shadows on foilage but nothing on border shadows on buildings. Strange because that worked in 1.0 with no tweaks.

Also is there a way to map hud on/off to a controller?
 
God damn it I love you Durante.

The ssao and new blur is amazing!

screenshot_2012-09-091yshw.png
Are you shitting me? Is this still Dark Souls?
 
I don't think my Dof/Blur is working properly.

My specs are:
Core i5
4GB ram
GeForce 8800gt

My settings are:
renderWidth 1920
renderHeight 1080
smaaQuality 3
ssaoStrength 3
dofOverrideResolution 1080
disableDofScaling 0
dofBlurAmount 2

1lbHv.jpg


2lcVB.jpg


What am I doing wrong? And why are outlines in the distance looking weird? Any help appreciated.
 
I really like the look of the new blur effect but unfortunately I think I've found a bug.

I set my rendering resolution to 1080 and the DoF to 1080 with additional blur set to 2. This resulted in two weird things:

1) The main menu and loading screens are blurred!

and 2) There is no DoF in-game!

This happening for anyone else?
 
I really like the look of the new blur effect but unfortunately I think I've found a bug.

I set my rendering resolution to 1080 and the DoF to 1080 with additional blur set to 2. This resulted in two weird things:

1) The main menu and loading screens are blurred!


and 2) There is no DoF in-game!


This happening for anyone else?
I think we're in the same boat.
 
With a blank RadeonPro profile, with nothing forced, the game still crashes. If I delete the profile all together it runs fine. I'm not sure if it's an issue with the API detection or the FPS overlay or something else.
 
looks good on my end, but even at ssao 1 and ssma 4 at 1920x1200 (internal too) and 840 or whatever DoF my game frequently sinks in fps.
 
I really like the look of the new blur effect but unfortunately I think I've found a bug.

I set my rendering resolution to 1080 and the DoF to 1080 with additional blur set to 2. This resulted in two weird things:

1) The main menu and loading screens are blurred!


and 2) There is no DoF in-game!


This happening for anyone else?

What are your resolution on your monitor? And also try to turn Internal res higher and see what happens. Had my res on 2160, DOF 2160 and DOF 4, the result was no DOF blurred. Set my DOF to 1080 and DOF 2, the result DOF blurred
 
Yeah, I upped it to 2 and could notice. I don't know if that's really necessary... Besides, from regular viewing distance, It just seems like it blurs the edges of everything (like I said earlier and people said it was mean to say that.. :D)

Also, I'm sorry but I don't usually tweak things so much on games. I usually just want stable FPS. Since this mod allows me to toggle stuff on and off, I'm experimenting a little with it. Is this how SSAO is supposed to work?
The water part is wrong, and the distant effect I'm still tweaking.
 
Having the DoF resolution and rendering resolution the same (1) doesn't work and (2) doesn't make sense. It should always be lower than the rendering resolution. I added a remark to that effect to the .ini for future versions.
 
What are your resolution on your monitor? And also try to turn Internal res higher and see what happens. Had my res on 2160, DOF 2160 and DOF 4, the result was no DOF blurred. Set my DOF to 1080 and DOF 2, the result DOF blurred

My monitor resolution is 1920x1080. I initially tried an internal resolution of 2560x1440 with 1080 DoF and that works perfectly fine. However, I was noticing some slowdowns so I wanted to lower the render resolution to see if that would help and found the problem as a result.

Currently running at 1920x1081 internal render resolution fixes the issue.

Edit:
Having the DoF resolution and rendering resolution the same (1) doesn't work and (2) doesn't make sense. It should always be lower than the rendering resolution. I added a remark to that effect to the .ini for future versions.

Thank you Durante! I feel a bit silly for not realising how that part worked. 1080 internal res with 810 DoF and blur at 1 is the ticket for me.
 
welp this thread renders me getting the PS3 version again obsolete. definitely won't be replaying the game until I have a beast of a PC that can do this.
 
It's amazing how good this game looks when it's not limited by a console...

Truly. I wonder if they will contemplate a 720 version if it drops next year?

Durante has done some utterly crazy work on Dark Souls PC and I am sure even FROM had no idea that their game could look this awesome. The texture work is utterly amazing and the details on armour etc is just crazy.
 
Wow. I can imagine no situation where that would ever be even remotely visible in the original version of the game.

That's been one of the coolest aspects of replaying the game at a much higher rendering resolution. There are so many details - both big and tiny - that you notice now, and entire areas can feel like a very new experience due to the huge boost in detail and clarity.
 
The texture work is utterly amazing and the details on armour etc is just crazy.
What I love most about the armor/equipment in general is that it's not just pure texture detail, there is a lot of modeled detail as well (which looks great with SSAO).
 
Wow. I can imagine no situation where that would ever be even remotely visible in the original version of the game.

Bet FROM's artists are screaming with glee now that their hard work is finally unearthed :P

Edit: Also


If you got a 4:3 monitor then go for the right resolution, try 2560x2028
Thanks, I have no idea how rendering works, so that's nice to know. I noticed some odd artifacts when I was using higher 16:9 resolutions (Like a single white line through UI menus)

My confusion came from the fact that I thought that the game just went to the closest 16:9 resolution, not that it just fitted the actual 4:3 one in a 16:9 letterbox :P
 
From Software artists must be shedding a single tear seeing these screenshots.

Well, they're the ones who modeled it, I'm sure they know how good the game should look at the proper resolution. :P

Though I'm sure they're still pretty damn happy the consumer is finally actually SEEING the fruits for their labor.
 
I’m a bit burnt out now after basically spending ~90% of my free time on this for almost 3 weeks. I’ll probably start getting the fix cleaned up for an open source release so that others can pick up the torch.

Seriously, Durante take a break. Enjoy the game that you have tediously perfected for us.

Take a week off and relax, no rush on the open source.
 
Just been testing a few of the options, and I reckon your recommended gaussian blur at 1 on 540 DOF is a bit much. Gaussian blur at 1 on 1080 DOF gives a similar out-of-focus level as gaussian blur 0 on 540 DOF. I'd say it's best to leave gaussian blur at 0 if you can only do 540.

With SSAO, anything above the lowest setting of 1 gives me nasty black lines around the edges of objects in the distance, although I understand you are tweaking that. Even at 1 it's still there a little. And I find the shimmering of the shadows very distracting, particularly on the vegetation. It gives great depth in screenshots, but as soon as I start moving, everything shimmers. This is consistent with all AO solutions I've seen in games... I remain unconvinced by this technology.

Surely I'm not the only person who thinks SSAO sucks balls in motion?

[edit] (to be clear, this is not a criticism of Durante's work, but of SSAO in general)
 
How exactly do the toggle and reload for SMAA/SSAO/Gauss work? I've tried doing them during the game but haven't seen them working.
 
Tested the AO, SMAA, and new DoF for a couple of minutes. AO and DoF look pretty good although I'll probably leave the blur off as I like seeing detail in the distance (or maybe after over 100 hours I'm just used to it.) Couldn't see a difference with SMAA toggling it on/off.

Would like to use SSAO but it drops my performance under 30fps and although I have a crossfire setup, forcing it to use it messes with the lighting.
 
Just been testing a few of the options, and I reckon your recommended gaussian blur at 1 on 540 DOF is a bit much. Gaussian blur at 1 on 1080 DOF gives a similar out-of-focus level as gaussian blur 0 on 540 DOF. I'd say it's best to leave gaussian blur at 0 if you can only do 540.
Yeah, that's probably right.

With SSAO, anything above the lowest setting of 1 gives me nasty black lines around the edges of objects in the distance, although I understand you are tweaking that. Even at 1 it's still there a little. And I find the shimmering of the shadows very distracting, particularly on the vegetation. It gives great depth in screenshots, but as soon as I start moving, everything shimmers. This is consistent with all AO solutions I've seen in games... I remain unconvinced by this technology.
The edges on the far object are now gone completely, but the shimmering is an artifact of this particular method of doing SSAO. It just doesn't have enough samples.

Maybe at some point I'll have alternative HQ SSAO implementations available (with a higher performance hit of course).

One way to get rid of the shimmering (mostly) is downsampling from a ridiculous resolution ;)
 
So I can't do internal resolution at 3840x2160 (frames just sink), but I'm good with 1920x1080.

Does anyone with internal res set at 1920x1080 have any recommended settings?

My current settings:
Internal Res: 1920x1080
SMAA: 4
SSAO: 2
dof resolution OD: 810
dof scaling OD: 0
dof Blur Amount: 2


With my settings should the trees look like or should I change a setting value.
ihiO92sxbgiyJ.png
 
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