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I would love that too.Is it possible for GeDoSaTo to recognize more than 1 resolution? That way I wouldn't have to close the game, open the settings and change the res, then start the game back up again.
I would love that too.Is it possible for GeDoSaTo to recognize more than 1 resolution? That way I wouldn't have to close the game, open the settings and change the res, then start the game back up again.
It's possible, it just makes everything more complicated. I'll get to it at some point.Is it possible for GeDoSaTo to recognize more than 1 resolution? That way I wouldn't have to close the game, open the settings and change the res, then start the game back up again.
After testing some more, basically it seems any driver enhancements beyond maybe 16xAF don't work when using GeDoSaTo. This includes driver forced AA like SGSSAA.
That's interesting. I don't have the game, but if anyone with some debugging skills has it I'd like to know if the DirectX debug runtime reports any errors.Not sure if people are already aware of this, but I hit a crash bug in Xcom Declassified. GeDoSaTo will work with the game, but once you hit a checkpoint, the game CTD's if youre using it
That's weird. I could have sworn SGSSAA was working for me in Borderlands 2. I'm definitely getting the performance hit.
Maybe I'll take some comparison shots at 2x and 8x to see if it's actually doing anything.
Has anybody gotten this to work properly with Source Engine games on the Orange Box Engine (HL2/Portal 1)?
Basically the UI does not scale with resolution so it gets tiny (not a problem), the issue is that the game still thinks that the UI is large, so the buttons are essentially invisible/misplaced. I can hit the correct options but it takes a lot of trial and error. This can be somewhat avoided if I just press escape after applying the resolution.
Though that causes another problem! In HL2 EP1 (I would assume HL2 & EP2 as well) the mouse starts going crazy and turning in circles forever. No way to stop it.
Any fixes for either of these?
Could you use Keyboard to select your options?
Just tested Portal.Has anybody gotten this to work properly with Source Engine games on the Orange Box Engine (HL2/Portal 1)?
Basically the UI does not scale with resolution so it gets tiny (not a problem), the issue is that the game still thinks that the UI is large, so the buttons are essentially invisible/misplaced. I can hit the correct options but it takes a lot of trial and error. This can be somewhat avoided if I just press escape after applying the resolution.
Though that causes another problem! In HL2 EP1 (I would assume HL2 & EP2 as well) the mouse starts going crazy and turns in circles forever. No way to stop it.
Any fixes for either of these?
This is good news because it means that virtually GeDoSaTo could now be compatible with all these games ^^
That is strange indeed. I'm able to see the tool overlay and it is working in game. I'm not at the home pc now but I can post my config file for GeDoSaTo and MKKE a bit later if that helps.
Update:
Here is the GeDoSaTo config I have for mkke (using default injection method)
renderWidth 7680
renderHeight 4320
# Compatibility Settings
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes true
And the MKKE config file
[Video]
resolution = {7680, 4320}
antialiasing = 0
blend_antialiasing = 0
anisotropy = 1
max_texture = 4096
shadow_size = 2048
brightness = 0.500000
contrast = 0.500000
gamma = 0.500000
configured = true
DX11 doesn't work because it isn't supported at the moment. Don't know about DX9 mode in regard to LA Noire though.Has anybody successfully got L.A Noire working? The resolution appears in the launcher but the game crashes on launch for me in DX11 and reverts the resolution to 720p in DX9.
To clarify, are you wanting black bars, or stretching?
So basically, the feature request above simply boils down to keeping the aspect ratio of the original image when downsampling, right? If so, I can do that.
1- internal resolution before scaling
2- image format you scale to
3- screen resolution
So the result is that you get exactly what you want.
If at step 2 you scale the image to be the same of the screen, then you get all the surface covered.
If instead the scaled image is only a part of the screen resolution, then you have black bars.
If you want stretching, then you simply modify the format at step 2.
Essentially yes. But what I ask is that you keep the three steps separate.
Right now:
1- internal screen resolution
2- scaled image format = actual screen resolution
What I'm asking is that you scale the image to whatever arbitrary format, THEN print that image at a screen resolution you set.
The idea is to detach the scaled image size from the screen resolution size. That way you handle aspect ratio any way you want.
Hey Durante, is there any way I can get forced AO to work alongside Gedosato's downsampling? As soon as I switch to 4K it turns the forced AO off. Tried it in Assassin's Creed 1 using DX9.
So I've got random orange outlines on some objects in Dark Souls 2 , is this a new known bug? I've not played in a while and now random things have strange outlines like rocks, characters, trees. Do I just need to update GeDoSaTo?
No. Driver hacks rely on some mechanisms to determine when they should apply themselves. Those mechanisms apparently no longer work if the actual renderbuffer size differs from the screen resolution.Hi all
I noticed that Nvidia Ambient Occlusion no longer works when running GeDoSaTo on Skyrim.
Is this something that could possibly be fixed?
That's not a GeDoSaTo bug, that's a bug with NV's driver forced AA implementation.So I've got random orange outlines on some objects in Dark Souls 2 , is this a new known bug? I've not played in a while and now random things have strange outlines like rocks, characters, trees. Do I just need to update GeDoSaTo?
Alright, cheers mate. Hopefully Nvidia will eventually become aware of the problem.
It does, that's the main point of GeDoSaTo - the resolution the game thinks it is running at generally doesn't exist as a "real" display resolution.I don't see why the driver shouldn't be seeing it that way anyway since it goes through the game, but since it's intercepting calls, maybe it still tells the driver that it's the display resolution that's being used by the program or something.
I was born ready.NeoGAF, are you ready for a new Durante article?
It is. I hope I explained it well enough so that at least some people can make use of it - it's not that trivial.I was born ready.
I'm assuming it's about hudless screens for all pc games, based on what Durante said before about the injectPSHash article having a deadline.
If so, woot.
NeoGAF, are you ready for a new Durante article?
That's huge... if I'm understanding it correctly.
When\where will this be happening? Durante's blog?
I believe Azar, who teased about it on the previous page, is Wes Fenlon of PCGamer, so you are likely right.Likely PCGamer, like the original GeDoSaTo unveiling.
It is. I hope I explained it well enough so that at least some people can make use of it - it's not that trivial.
EDIT: Is the VK in the keybindings supposed to mean something? I've tried a couple times now and the screenshot buttons aren't doing anything.
It's the same thing really. Admittedly I also care more about the screenshotsThe article title makes it seem like it's all about shaders. Psssh. Hudless screenshots is all I wanted to read about.
Yep. I hope we get to a point where there are hundreds of profiles (now there are 3).So once someone creates a profile for a game, anyone can use that going forward? We don't all have to do this individually for each game, right?
EDIT: I just got to the point at the end where we can share the profiles on GitHUB. Niiiiiiiiiiiiiiiiiiice. Durante, you beautiful bastard.
I put that in the first draft as a joke, was sure it would get edited outI almost can't believe one of the sections in the article is called 'A big dump'.
slowclap.gif
Yup, looked that up, but thank you.VK stands for virtual key. http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
The crash is normal, but it should only crash when it's done dumping.So far all dumps have lead to crash on my end, I don't own ME3 to use it as a test case either. There are a bunch of pics in the tmp folder though, but they almost seem out of order. Like for example, the very first dump has all the hud elements in it, is that normal?
I wonder if something is conflicting with it somehow.
The crash is normal, but it should only crash when it's done dumping.
A dump can start with HUD elements visible, that means the game is re-using an old buffer. Search for the last image without the HUD visible.