Dark Souls internal rendering resolution fix (DSfix)

The legend continues.
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I experience fps drops to 15 whenever particle effects are present, nothing new here I guess. Tried all the possible options in driver settings, DSFix etc. The last remaining is unlocking fps in DSFix but capping it at 30. The problem is game crashes on launch if unlockFPS 1
Any ideas what can be done?
 
If I recall correctly, Durante had his mod working with Dark Souls in 23 minutes, but spent a few hours testing before releasing it.

Also, the first version of the mod didn't work quite right and wound up re-downsampling to 1024x720. I think we had full resolution after about a day.
 
I experience fps drops to 15 whenever particle effects are present, nothing new here I guess. Tried all the possible options in driver settings, DSFix etc. The last remaining is unlocking fps in DSFix but capping it at 30. The problem is game crashes on launch if unlockFPS 1
Any ideas what can be done?
I had the same issue, and I resolved it by adding Dark Souls (data.exe) to the Windows DEP exception list.

Right click Computer and select properties.
Click on Advanced System Settings.
Under the Advanced tab in the section called Performance click on the Settings button.
Select Data Execution Prevention tab.
Choose "Turn on DEP for all programs and services except those I select."
Add Dark Souls to the list.

Hope this works for you too. And about the low fps problem, depending on your computer Dark Souls might not be working it hard enough resulting in low fps. Ironically, jacking up anti-aliasing (or something that will increase GPU or CPU load) can help kick your PC into gear a bit and run the game at a smoother, more consistent framerate. Give it a shot if nothing else works.
 
Official updates breaking mods is pretty normal though. I wonder what the actual update was for.

My most optimistic hope is that they are doing something to get it ready to move it over to Steamworks rather than GFWL. Otherwise who the hell knows. All we KNOW is that is breaks a necessary/needed feature for the only mod that makes it worth a damn.
 
They most likely didn't kill the FPS unlock on purpose. Unlike the rest of the mod, it depends on rewriting the binary of the game directly, so if anything at all changes it breaks. And it's also the one part of the mod I didn't build, so I depend on the original author to fix it.

Also, the first version of the mod didn't work quite right and wound up re-downsampling to 1024x720. I think we had full resolution after about a day.
It actually re-downsampled to 1280x720. That was silly ;). But I think this was already fixed in the first version I release, it happened just in the first screenshot I posted.

What did From change? Steam, please for the love of god DEMAND A CHANGELOG FOR EVERY UPDATE.
I really think Valve should enforce that.
 
They most likely didn't kill the FPS unlock on purpose. Unlike the rest of the mod, it depends on rewriting the binary of the game directly, so if anything at all changes it breaks. And it's also the one part of the mod I didn't build, so I depend on the original author to fix it.

Glad I finished it before they broke it. Unlocked fps is to me as important as the resolution fix even if the game's particle effects are hilariously unoptimized and bring even the mightiest rig down.

Hope the guy who did it updates his mod so it works again.
 
From probably doesn't understand the ecosystem yet, but every time they deploy a patch like this they are ruining the way fans enjoy their game.
 
From probably doesn't understand the ecosystem yet, but every time they deploy a patch like this they are ruining the way fans enjoy their game.

Are you going to bitch about From inadvertently breaking a user mod? Seriously?

They're probably doing something to prepare it for Steamworks integration that messed with the memory allocation (certain calls to the steam overlay for instance) in the binary.
 
Are you going to bitch about From inadvertently breaking a user mod? Seriously?

They're probably doing something to prepare it for Steamworks integration that messed with the memory allocation (certain calls to the steam overlay for instance) in the binary.

To be fair it's the usermod that made many people buy the PC version and fixed a fundamental problem with the game that should never have been there in the first place.
 
I think it's fair to say that Dark Souls on PC wouldn't have done nearly as well without DSFix.

Sure, it's not like they were purposefully trying to break it. However, it sure would be nice if From put at least a tiny bit of effort into fixing the PC version themselves, so mods weren't needed to make the game playable.

Nothing about the game requires a mod to make it playable. And now they are patching the game (read: putting in a "tiny bit" of effort) presumably so everyone (not just the subset of people who use DSFix) will be able to play it at ALL beyond 10 months from now and people are upset about it.

Absolutely astounding.
 
Nothing about the game requires a mod to make it playable. And now they are patching the game (read: putting in a "tiny bit" of effort) presumably so everyone (not just the subset of people who use DSFix) will be able to play it at ALL beyond 10 months from now and people are upset about it.

Absolutely astounding.

That is unless you use a mouse and keyboard.
 
Are you going to bitch about From inadvertently breaking a user mod? Seriously?

They're probably doing something to prepare it for Steamworks integration that messed with the memory allocation (certain calls to the steam overlay for instance) in the binary.

From has to acknowledge that this mod exists and improves their game immensely. They should QA their patches with the mod included or at least release it with a detailed log to help people like Durante to release a new version of their mods as quickly as possible. It's in their own interest after all.
 
From has to acknowledge that this mod exists and improves their game immensely. They should QA their patches with the mod included or at least release it with a detailed log to help people like Durante to release a new version of their mods as quickly as possible. It's in their own interest after all.

No developer would do this and no publisher on earth would allow this.
 
From has to acknowledge that this mod exists and improves their game immensely. They should QA their patches with the mod included or at least release it with a detailed log to help people like Durante to release a new version of their mods as quickly as possible. It's in their own interest after all.

They can't do this legally without opening themselves up to a whole slew of legal issues. Incorporating a community mod, or using a community mod (even an unauthorized one that they receive authorization to use) for inspiration in creating an official product that they have patents, copyrights, and trademarks associated with, and that they sell for money, is a huge no-no.

I mean Durante himself has admitted that DSFix is not completely his own work. Say durante let them use DSFix, and then others come forward claiming that they created certain parts of DSFix that Durante used (and that Namco then incorporated officially into Dark Souls), and had some evidence that they did? Namco would owe them money, even rights over the Dark Souls name and future royalties. Essentially, anything Durante drew inspiration from, or borrowed, knowingly or unknowingly, Namco would suddenly have legal liability for, and Durante could also bring forth claims himself.

It's too risky.
 
No developer would do this and no publisher on earth would allow this.
That's not really true. Developers have acknowledged and worked with the modding community before. It's a somewhat common occurrence on PC in fact. The latest instance I can remember off-hand is Volition with SR.

Saints Row senior programmer Mike Wilson and principal technical animator Randall Hess have already joined the Saints Row Mods forums to field technical questions, helping fill blanks in modders' knowledge of the inner workings of Saints Row.
 
Are you going to bitch about From inadvertently breaking a user mod? Seriously?


Yeah, the problem is not From.

The problem is Steam not allowing users to disable automatic updates. Steam knows perfectly well there are people using mods that will be broken by updates. They don't care. I would love to stop using Steam over this (and I do look for alternatives) but their market position makes it difficult.

gonna make sure to disable patching when i get home hopefully it works :(


It won't. Your only chance would be to unplug your internet before starting Steam, and never go online again.
 
That's not really true. Developers have acknowledged and worked with the modding community before. It's a somewhat common occurrence on PC in fact. The latest instance I can remember off-hand is Volition with SR.

There's a huge difference between a developer making tools available to modders and a developer officially supporting a third party modification that did not make use of said tools as-is.
 
There's a huge difference between a developer making tools available to modders and a developer officially supporting a third party modification as-is.
But Corto didn't ask for the things you and GaimeGuy are arguing against. He asked for either testing against the mod or providing documentation of changes. Neither of those imply or require official support, and they are in fact similar to what Volition is doing.
 
In the meantime, you can download the original (pre-updated files) from here: https://docs.google.com/file/d/0B39N1Hsd6NcBOHN1OGtEM3lvd1k/edit

Everything works great. 1080p, 60fps and online.

(place installscript.vdf in \Steam\SteamApps\common\Dark Souls Prepare to Die Edition\)

Thanks for posting this. Just started a new run the other day, and was annoyed to find out the game didn't run anymore after the patch. This fixed it, now it runs like a charm again. :)
 
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