You should have a look at the SSAO shader I included in v0.2. The game provides a flag whether or not some pixel is the skybox in the fourth component of the z buffer texture, and I use that as an early exit in the AO. This prevents both artifacts in the sky box and actually speeds up the process if it covers a decent portion of the screen -- it makes no sense not to use it.
GeDoSaTo only works for games which support arbitrary resolutions -- sadly MGR doesn't.Hmm, sorry if I'm being dumb here or if it's bugged, but I'm not sure how to get it working in MGR:Reveangance. I couldn't seem to get the chosen resolution to show up in the options so I used override instead. but then the image just gets bigger and doesn't fit properly instead.
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Oh, great. Do you mind if I include your shader in the next update?[Asmodean];109624588 said:Yeah, I had spotted that already, It's included that update abovethanks.
Oh, great. Do you mind if I include your shader in the next update?
Hey last question, so I manage to get it working, I can hit + and it appears but it doesnt say down sampling from X-->Y even through the resolution option lets me change it. Instead it tells me "no downsampling" So any ideas?
In the Ini, if you haven't, you need to do two things:
1. )Set the downsampling rez under # The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at. Make sure it does not have the # symbol in front of the rez.
2. ) Set the rez of your monitor under # The resolution you want to downsample *to*.
Again no #s before the correct ones.
Then set the resolution in game to the resolution you left unstarred in number 1. I had set the game to a different resolution on accident and got that message as well.
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
#renderWidth 5120
#renderHeight 2880
renderWidth 4096
renderHeight 2160
#renderWidth 3200
#renderHeight 1800
reportedHz 120
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 2560
presentHeight 1440
#presentWidth 1920
#presentHeight 1080
presentHz 120
I had the same issue. Did you deactivated GeDoSaTo and activated again after the changes? That made it work for me.Something like this right? Its still not stating its downsampling.
I had the same issue. Did you deactivated GeDoSaTo and activated again after the changes? That made it work for me.
Also, running the app as Administrator made the game not hung up for 30 seconds after I pressed start.
Quick screencap:Anyway to enable SLI to get better performance? If someone doesn't mind offering a step by step walk-through on doing that, I would appreciate it.
Quick screencap:
- Use Nvidia Inspector
- Create a New Profile
- Add DarkSoulsII.exe
- Add the SLI value as seen in the picture: 0x02500005
Works perfectly.
Something like this right? Its still not stating its downsampling.
yeah, I just restarted GeDoSaTo running as admin and loaded up the game. The game resolution says its 4096 × 2160 but when I hit +, doesnt says its downsampling. I can changes the AA and other settings tho.
Is your monitor 2560x1440? And in game set to 4096X2160? And is this Dark Souls 2 you're playing?
Glad its not only meExactly the same for me.
Even if you start the game at 1280 in a window, when I select the downscaled resolution and put it in full screen IT STILL DOES NOTHING.
It means that the game reports it's now at full resolution and fullscreen, even if what I see is still 1280 in a window. The setting is simply ignored and the tool reports downsampling is not active.
You can pick between the old and new DoF, but the newer worse looking version only requires like 20% of the performance.
I copied and pasted from someone earlier, well a bad retype haha. I see what you are saying, I changed it correctly? and I just launched the dark souls 2, and the game just crashed. Yeah I can get dark souls 2 to be 4096x2160 through the ingame menu.
Glad its not only mewell it is an alpha and WIP so noting works flawlessly. I can wait for future updates from the PC port god, Thanks Durante !
Well, I'm just trying to clarify, what resolution is your monitor? Is it 1080 or 1440?
Its 1080, this should be correct, right?
presentWidth 1920
presentHeight 1080
I'm looking everywhere in Manjula. I don't see any flicker.0x02500005 gives me flickering on the mountain when looking at it from Manjula, I need to look into it.
I'm looking everywhere in Manjula. I don't see any flicker.
===== Sun Apr 27 02:41:34 2014 =====
===== start GeDoSaTo 0.1 = fn: DarkSoulsII
===== installation directory: E:\Steam\SteamApps\common\Dark Souls II\Game\
= Settings read:
- renderWidth : 1920
- renderHeight : 1200
- reportedHz : 75
- presentWidth : 1440
- presentHeight : 900
- presentHz : 75
- presentInterval : -1
- overrideWidth : 0
- overrideHeight : 0
- scalingType : bilinear
- emulateFlipBehaviour : false
- enableTextureDumping : false
- enableTextureOverride : true
- enableTextureMarking : false
- modifyGetCursorPos : false
- modifySetCursorPos : false
- interceptWindowProc : false
- adjustMessagePt : false
- logLevel : 1
- aaQuality : 0
- ssaoStrength : 0
- ssaoScale : 1
- enableDoF : false
- dofBaseRadius : 1.000000
- dofType : basic
- enablePostprocessing : false
=============
= Loaded Keybindings:
- 00000061 => toggleAA
- 00000062 => toggleDOF
- 00000063 => toggleAO
- 00000064 => togglePost
- 00000065 => setBilinearScaling
- 00000066 => setBicubicScaling
- 0000006A => takeScreenshot
- 0000006B => showStatus
- 0000006F => takeHUDlessScreenshot
=============
-> ERROR 7 creating hook for Direct3DCreate9Ex, target: 5BE520B8, dll: 65BA0000
DetouredDirectInput8Create!
=== DetrouredDirect3DCreate9 V:32
=== Direct3DCreate9 hooking 0D82C1F0
=== Direct3DCreate9 returning
GetDeviceCaps ------
=== DetrouredDirect3DCreate9 V:32
=== Direct3DCreate9 hooking 0D82C308
=== Direct3DCreate9 returning
GetDeviceCaps ------
GetAdapterDisplayMode ------
CreateDevice ------ Adapter 0 Thread 1864
- redirectCreateDevice requested mode:
- - Backbuffer(s): 1280 x 720 D3DFMT_A8R8G8B8 *2
- - PresentationInterval: 2147483648 Windowed: true Refresh: 0 Hz SwapEffect: D3DSWAPEFFECT_DISCARD
RenderstateManager resource initialization started
Initializing Console on device 0D8F6200
- done
RenderstateManager resource initialization completed
GetAdapterDisplayMode ------
GetAdapterDisplayMode ------
Injecting downsampling mode!
Injecting downsampling mode!
Injecting downsampling mode!
Injecting downsampling mode!
Injecting downsampling mode!
Injecting downsampling mode!
Action triggered: showStatus
Device 0D8F6200 release on thread 1864
-> 46
ERROR removing hook forDirect3DCreate9Ex
===== end =
Yeah, so your ini file is:
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
#renderWidth 5120
#renderHeight 2880
renderWidth 4096
renderHeight 2160
#renderWidth 3200
#renderHeight 1800
reportedHz 120
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
#presentWidth 2560
#presentHeight 1440
presentWidth 1920
presentHeight 1080
presentHz 120
now correct? In game you've said it was set already. When activating the program it gives no errors, just says activated under the install path right?
Hey last question, so I manage to get it working, I can hit + and it appears but it doesnt say down sampling from X-->Y even through the resolution option lets me change it. Instead it tells me "no downsampling" So any ideas?
What game? Games I have had success with hasn't giving me any stuttering.
Oh, I see what you mean. I was able to get the flickering.Must be just my PC, as soon as you spawn at the bonfire, turn around and look towards the hut where the guy sells Armour, then look above towards the mountain and Tower, the mountain is flickering.
Dark Souls 2.
Oh, I see what you mean. I was able to get the flickering.
The thing is, if you start the game and you're already on Manjula, you get the flickering. If you teleport from somewhere else to Manjula, the mountains look fine. That's why I didn't see it before, I was in another zone and teleported back.
Try teleporting to Manjula.
Does anyone else experience stutters when downsampling using GeDoSaTo? I'm constantly stuttering and my VRam usage is less than half. I'm running on a ASUS 280X...
I get weird stutter for half a second every now and then like the ones you usually get when an area is loading but it's not, but I get it without GeDoSaTo, it's kind of annoying.
Yes.So stupid question, If I use this program which I have for my last 3 play sessions, however I don't touch the resolution ingame(to the resolution in the ini) I get all the benefits like better AA and stuff without down sampling...correct?
Sure, just disable everything except the texture override. It still won't work with ENB though. OTOH, I don't know of anything you'd want to do to the game with ENB that you can't with GeDoSaTo. With the right configuration I also support totally blown out colors and silly levels of DoFIs there a way to use GeDoSaTo TEXTURE OVERRIDE Only?
It's strange to me how many people are completely ignoring the option to configure anything. That's the major advantage of the tool! I guess I have to put more effort into the default settings then :/
Yes.
Sure, just disable everything except the texture override. It still won't work with ENB though. OTOH, I don't know of anything you'd want to do to the game with ENB that you can't with GeDoSaTo. With the right configuration I also support totally blown out colors and silly levels of DoF![]()
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 7680
renderHeight 4320
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 3840
presentHeight 2160
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bilinear
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
## AA
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
## SSAO
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 2
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF true
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType basic
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true