You absolutely should use it. CA is bad ass.
I ported one of the chromatic aberration shaders to the post.fx and am now using GeDo for evil.
I'm not actually going to use it, was just curious if I could make it work with my very rudimentary understanding of this shader stuff.
You absolutely should use it. CA is bad ass.
Oh god, now I have to spend the next three months implementing a secret CA-detection component in GeDoSaTo which uses the latest in deep machine learning to recognize any shader which even remotely looks like it does CA and crashes the users' system.Yeah, i like CA, to be honest.
I mean it can get overdone at times, like any other effect.
Oh god, now I have to spend the next three months implementing a secret CA-detection component in GeDoSaTo which uses the latest in deep machine learning to recognize any shader which even remotely looks like it does CA and crashes the users' system.
I'm joking of course. I really don't like CA in almost any circumstance (the exception would be stuff actually seen through a camera, like a racing game replay), but I believe in people having the right to tune their graphics however they want
Kingdoms of Amalur: Reckoning, it seems to do the downsampling okay. (At least, I assume so. How does GeDoSaTo handle things if you've already set the resolution you're downsampling from as a custom resolution on your video card? )
I'll play with the settings a bit.
Some games I haven't been able to get GeDoSaTo to work with thus far: Rage, Metro Last Light and Assassin's Creed 1. Neither of these three accept the rendered resolution. With Alan Wake I get some nice visuals at under 5K resolution but any higher and the game crashes, complaining that I have run out of video memory. That's probably what I get for running with a GTX 580 with only 1.5GB of memory though.
nothing is safe
no game is sacred
I'm not sure if it's been recommended before, but you should check out a site like Sta.sh or Flickr for hosting your images. I always get super stoked to see the progress of the stuff you're doing but since you're uploading the images to Imgur the quality is getting crunched down super hard and it makes it difficult to appreciate how good or bad the effect is.
Effects off / on with default shipped settings
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An extra one just showing an example of the options
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http://www.nexusmods.com/darksouls2...uls2/ajax/moddescription/?id=7&preview=&pUp=1
I'm trying to use this but my game won't start. I don't understand what's going on.
Metro Last Light has native SSAA options, why would you need GeDoSaTo?
It's intentionally quite dark by default, I like to play that way. However, you can easily disable the postprocessing (in GeDoSaTo.ini, change "enablePostprocessing true" to false), or tweak it in more detail in the post.fx file.I got it working was doing something wrong. Looks amazing. Kinda dark though and playing with a torch is tough because of blocking and it runs out. Dunno if I want to keep going like that. Definitely looks great though.
These kinds of issues are the reason for the global hotkey. Pressing win+g should disable GeDoSaTo, thereby killing the game and returning your PC to working order.Just so people know if they go to try it, this tool does not work with the disc version of Call of Duty 4. I get a black screen that I cannot get out of unless I sign out/ turn off my PC.
ALT+F4 - Not working
Task Manager - Not working
Right Clicking the exe and exiting - Not Working
My other two monitors work just fine, but the primary one I have the game on is stuck until I sign out of my PC.
so every time a new version is out i need to do everything again? how do i update and keep my current settings?
These kinds of issues are the reason for the global hotkey. Pressing win+g should disable GeDoSaTo, thereby killing the game and returning your PC to working order.
Can this be used in place of dsfix for Dark Souls 1? Or in conjunction with it?
Well, it should output the shader compiler error into the log file, as long as your log level is at least 1. If you mean not stopping on a shader compiler error, then that's a bit more complicated, but I'll try.[Asmodean];110596153 said:Durante, I've a small request: is there any chance you could pop the post.fx compileShader function into a try/catch, for a future version or something?. If you wouldn't mind doing so, that is.
When I'm testing my code or whatnot, and I have a stupid typo or I'm testing something new, naturally the file fails to compile, but it just UHexception crashes the program instead of maybe outputting "failed to compile %s, ".fx" " or such.
It's not a big deal, but when you're testing stuff it's sooooooo annoying lol.
I just tried ctrl+alt+o and it works fine on my end. Here's a shot of my Afterburner control panel to compare to your own:
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Didn't work with titanfall or am I doing it wrong. I wrote "Titanfall" into the white list and turned gdst on but not additional resolutions appeared.
Also..DAT electron whine when playing in 4k on a evga 780 ti superclock
I've never even opened up the menu for adding a game to Gedosato, but just typing the word Titanfall seems comical to me.
You probably just created the profile, now you have to attach the titanfall.exe. This is all theoretical by the way as I have never done it before, I'm sure the process is detailed in the read me.
It might sound quite comical but he/she actually did it correctly if Whitelist mode is used. You have to write the name of the executable minus the .exe suffix into GeDoSaTo's whitelist.txt. And since the executable of Titanfall is named Titanfall.exe, simply writing Titanfall is correct, as funny as it sounds![]()
My apologies, then.
Durante designed quite the system if that is the case.
My apologies, then.
Durante designed quite the system if that is the case.
I accept your apology.
I still can't believe it doesnt work. Dota2 works right? and thats on source engine as well.
who wants to play it anyway
Edit: I dunno if that is "reasonably priced' either, maybe I'm not helping.
My bad for not being specific. $400 ideally, $500 tops.
Brand isn't a factor.
[Asmodean];110739385 said:For people that are using my recent VSSAO versions. I've noticed an error in the output, which was causing some ambient/diffuse reflections to be dim looking compared to how they should look. (weirdly enough). Some examples would be: Heide's Tower of Flame glowing windows, armor/weapon reflections.
I was using saturate() on the final output (clamping it), and it was the cause. I'd suggest updating to the latest version here.
I've also updated my other post fx shader suite to 1.40. Some comparison screenshots here.