Dark Souls internal rendering resolution fix (DSfix)

Durante's SSAO method using the game's own rendering pipelines should be a lot higher quality and less brute force than forcing it through the driver, while being less expensive to boot.

I'll give it a shot when I update, but I'm in no rush to do so. The driver level Oblivion-bit works almost perfectly for my SSAO needs. Just the right strength, and with very little visual artifacting.

The SSAO in DSFix is certainly more customizable, though. If I were looking to tweak my current level of SSAO I'd definitely go to it asap. Not knocking it...I appreciate that Durante put that functionality in. I just don't feel the need to use it in my current state.
 
Durante's SSAO method using the game's own rendering pipelines should be a lot higher quality and less brute force than forcing it through the driver, while being less expensive to boot.
I wouldn't say it's necessarily higher quality than the high-quality driver level options. But it's certainly more configurable, it can be combined with downscaling and it has a lower performance hit.

Durante, I'm currently using version 0.8, and it seems to be working fine. I'm only using the DOF mod, and the screen resolution fix only. All the other features are nice, but I manually backup my saves and use other programs for screenshots and stuff. So, would you recommend using the latest version even in this case?
If you are perfectly happy with any given version and don't want any of the later features I see no need to upgrade. Just don't send me bug reports about stuff fixed in later versions ;)
 
For those wondering how to keep modded text similar:
dsfontosstx.jpg


I still don't know which font they originally used, but I got this result by changing Adobe Garamond Pro.
You just have to tweak it a little in the Character panel from PS:
140% vertical scale
97% horizontal scale
30 points in tracking
68pt size with Smooth anti-aliasing
 
For those wondering how to keep modded text similar:
dsfontosstx.jpg


I still don't know which font they originally used, but I got this result by changing Adobe Garamond Pro.
You just have to tweak it a little in the Character panel from PS:
140% vertical scale
97% horizontal scale
30 points in tracking
68pt size with Smooth anti-aliasing
Good work finding the font, it seems like you could get even closer by decreasing the horizontal scale and increasing spacing.
 
Isn't there a danger of being banned from GFWL once we're starting to mod and replace texture files?

PS. That honestly feels like sacrilege to me.. I'd prefer to respect the work of the visionaries behind this game.
 
All this new stuff going down right as I'm about to finish my playthrough. Gywn is all I have left and I can't really jump into NG+ right away due to the ever growing mountain of games I have piled up to play.
 
What are you running the game at? rez and settings-wise.

monitor is 1080p

renderWidth 1920
renderHeight 1080
smaaQuality 2
ssaoStrength 0
dofOverrideResolution 540
disableDofScaling 0
dofBlurAmount 1

everything else is on default, catalyst too. i can even use the internal res up to 1440p with little frame drops
 
monitor is 1080p

renderWidth 1920
renderHeight 1080
smaaQuality 2
ssaoStrength 0
dofOverrideResolution 540
disableDofScaling 0
dofBlurAmount 1

everything else is on default, catalyst too. i can even use the internal res up to 1440p with little frame drops

Make sure the game is at 60 hz instead of 59hz. If it is one. reverse it to the other to see if tha talleviates the problem.
 
How easy would it be to make the HUD elements smaller? The items on the bottom left are maddeningly huge.
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.
 
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.
That sounds weird and complicated, what a shame.

Is there a way to choose which HUD elements to hide or is it all one layer? Hiding all of it is nice for screenshots, but health and stamina are just vital info. Id love to only hide the ugly bottom left HUD and keep the health and stamina bar visible.
 
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.

Any news on a shadow fix? :D
 
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