It works by pretending that both the desktop and monitor are the given renderResolution in size, forcing that to always be reported
You should just remove any resolutions you want to use from DSR from the list.Hey Durante, if I wanted to use DSR for downsampling but also gedosato features like hudless and such, what would be the best way to do it? Or would the two interfere with each other if I have same resolutions with DSR and GeDoSaTo? Is it possible to globally disable downsampling in _user.ini (and then of course re-enable it for games like FF13)?
I can't trick the GPU or Driver. It's literally not possible.Is this tricking the GPU/Driver or just the game program?
Application / Game
--------------------
>> GeDoSaTo <<
--------------------
DirectX
--------------------
Driver / OS
--------------------
Hardware
The 'low-res' png with float2 res = SCREEN_SIZE / 6.0; is probably closer to the intended implementation. I took the liberty of decreasing it to 3.0 but feel free to revert it back to 6.0How odd that it treats horizontal and vertical the same, when real CRTs do not.
How odd that it treats horizontal and vertical the same, when real CRTs do not.Ported Timothy Lottes CRT shader to GeDo :
http://abload.de/img/crtk0pur.png
You can configure it to look more low-res by setting float2 res = SCREEN_SIZE / 6.0;
Here is the Pastebin. I fixed a few warnings in the shader file as well
Alrighty.You should just remove any resolutions you want to use from DSR from the list.
clearRenderResolutions
renderResolution 5120x2880@60
renderResolution 5760x3240@60
renderResolution 7680x4320@60
now supporting Wasteland 2 and Dreamfall downsampling
Plain old driver downsampling works for me in that gameP.S.: Still curious about possibilities to downsample Diablo III
Regards
Hey,
I've got a question in regards to mass effect 2. I seems that downsampling works fine, but the post-processing effects do not take effect.
Is that a common issue with this game, or am I missing something?
P.S.: Still curious about possibilities to downsample Diablo III
Regards
Ported Timothy Lottes CRT shader to GeDo :
![]()
You can configure it to look more low-res by setting float2 res = SCREEN_SIZE / 6.0;
Here is the Pastebin. I fixed a few warnings in the shader file as well
The 'low-res' png with float2 res = SCREEN_SIZE / 6.0; is probably closer to the intended implementation. I took the liberty of decreasing it to 3.0 but feel free to revert it back to 6.0
EDIT : besides he says it's "more along the style of a really good CGA arcade monitor" than a CRT
The 'low-res' png with float2 res = SCREEN_SIZE / 6.0; is probably closer to the intended implementation. I took the liberty of decreasing it to 3.0 but feel free to revert it back to 6.0
EDIT : besides he says it's "more along the style of a really good CGA arcade monitor" than a CRT
Understandable.You should just remove any resolutions you want to use from DSR from the list.
I can't trick the GPU or Driver. It's literally not possible.
This is the software stack:
Code:Application / Game -------------------- >> GeDoSaTo << -------------------- DirectX -------------------- Driver / OS -------------------- Hardware
Anything below the DX level is signed (partially kernel-level) code. I can't do anything about it.
Glad you got it working ! I was so scared it was a NVIDIA/ATI issue with the shader itself. Wrong nearZ/farZ values should never crash your games. I mean unless you forgot a semi-colon in the shader or something![]()
Plain old driver downsampling works for me in that game
Someone submitted a PSHash for the game, which means post processing should only affect the non-HUD elements.
Have you gotten ingame and seen if it works on everything but the HUD? If that's not the case, then perhaps it's the wrong PSHash value. If so, you can comment out the PShash in the Mass Effect 2's GeDoSaTo.ini file and it should ideally apply to everything.
I'm positive I didn't forgot anything. In fact, I updated to the latest version of GeDoSaTo, clean slate. I installed Devil May Cry 4, set all the necessary settings for SAO to work (default SAO config) started the game and it crashed. Default nearZ and and farZ parameters were set to 0.1/40.0.
So, again, I edited the file and one of the parameters (nearZ to 0.5) and the game worked this time. Switched the two values to the initial ones, no problem.
I'm not sure why it's constantly crashing the games if I don't edit one of the two parameters. Is there a problem on my end? I remember Alo81 saying that SAO wasn't working on his end also.
DoF could be useful, I'm not really using it much but could be useful when taking screenshots to mask some of the ugliness. Keep us posted on that.
//that game looks like Silent Hill 2 btw.
Does that apply for all games then? Or can I set it up for D3 separately. I'm not that familiar with driver downsampling.
The PShash is cbc3def0. I don't know if thats correct. Whatever the case, there is no postprocessing whatsoever, disregarding the hud-elements.
Weird. I don't understand either. Hopefully we won't have as many problems with my next commit.So no idea what could be the issue.
I've checked the general gedosato thread and read through some of this one but I can't find a solution to my (probably obvious) problem.
I'm trying to downsample killer is dead using gedosato but it doesn't seem to pick up the fact that I'm starting the game. I set up a user config file with the downsampling resolution, the game is already in the whitelist and I've checked 'use whitelist'.
Any help would be appreciated, even if you could point me to a place that is explicit about how you would add any generic game.
Edit: I tried toggling the hud to see what was going on and it says some error about needing some form of injection handling.
Weird. I don't understand either. Hopefully we won't have as many problems with my next commit.
Ported good ol' HBAO to GeDo. It still looks good even if it's old. It reaaally runs like crap though even after all these years. It's a beautiful Powerpoint in short, even working on a 1/2 sized depthbuffer. Here's how it looks maxed out (DS2 on the left and fr-041 debris on the right)
I'll submit it anyway if you guys are interested. More options are always better right ?
Unless someone pays for the HBAO+ source-code and lets us port it![]()
cross posting from the Killer is dead thread, I'm wondering if anyone could help me with this
1-Go to Program Files(X86)\Steam\SteamApps\Common\KillerIsDead\KidGame\Config
2-Open The File KidEngine.Ini and edit
3- Change ResX and ResY to the resolution you want to the resolution you want to downsample too.
Have you tried changing the game config, instructions from the killer is dead ot:
I also found a pshash for the game, 9e65bf48, not sure if you need it to downsample. I made a pull request on git hub.
Nope I don't think it has ever worked. I think people were fooled into thinking it did but I just can't see how it would without a proper CreateAdditionalSwapChain hook, which is not implemented. I did however implemented it a while ago but it's a lot of changes basically just for 1 app. I don't think any other game will need that. I kept the files on my drive though if someone really needs it. I badly wanted to get AO on pcsx2 but it just won't work unfortunately the emu doesn't write anything to my injected deph texture. Dolphin and nulldc work nicely though. But they would both need dedicated plugin imoIs GeDo still working with PCSX2? I can't seem to get it to hook in. When looking at logs you can see that GeDo is doing SOMETHING, but it doesn't seem to hook appropriately.
I've tried 1920x1080 and 5120x2880 (5120x2880 is one of my render res's, 1920x1080 is my present res) using both DX9 hardware and software backends. No luck.
Any particular trick to getting this to work? I read others saying they had it working in the past.
Reminds me a bit of the paint shader on ENB board. Pretty nice.[Asmodean];135888799 said:For anyone interested: I updated the post_asmodean shader to 1.50 on github.
There's a comment in the shader that says "a scale of 3 [leaves] a 1-pixel checkerboard grid" so lower SCALE to (2). But you know, the grid pattern shouldn't show once blended into the final pictureAlso, I wanted to ask you something regarding SAO. Why is it creating a grid like AO on some of the edges?
Is GeDo still working with PCSX2? I can't seem to get it to hook in. When looking at logs you can see that GeDo is doing SOMETHING, but it doesn't seem to hook appropriately.
I've tried 1920x1080 and 5120x2880 (5120x2880 is one of my render res's, 1920x1080 is my present res) using both DX9 hardware and software backends. No luck.
Any particular trick to getting this to work? I read others saying they had it working in the past.
I'll submit it anyway if you guys are interested. More options are always better right ?
(look closely)
Nope I don't think it has ever worked. I think people were fooled into thinking it did but I just can't see how it would without a proper CreateAdditionalSwapChain hook, which is not implemented. I did however implemented it a while ago but it's a lot of changes basically just for 1 app. I don't think any other game will need that. I kept the files on my drive though if someone really needs it. I badly wanted to get AO on pcsx2 but it just won't work unfortunately the emu doesn't write anything to my injected deph texture. Dolphin and nulldc work nicely though. But they would both need dedicated plugin imo
Reminds me a bit of the paint shader on ENB board. Pretty nice.
Weird. I don't understand either. Hopefully we won't have as many problems with my next commit.
Ported good ol' HBAO to GeDo. It still looks good even if it's old. It reaaally runs like crap though even after all these years. It's a beautiful Powerpoint in short, even working on a 1/2 sized depthbuffer. Here's how it looks maxed out (DS2 on the left and fr-041 debris on the right)
I'll submit it anyway if you guys are interested. More options are always better right ?
Unless someone pays for the HBAO+ source-code and lets us port it![]()
I also tried it like a month ago thinking it would definitely work with pcsx2 (some screenshots must've deceived me) but it doesn't, at least not with the GSDX video plugin. Try ZeroGS.
Raises hand
Also, I wanted to ask you something regarding SAO. Why is it creating a grid like AO on some of the edges?
(look closely)
There's a comment in the shader that says "a scale of 3 [leaves] a 1-pixel checkerboard grid" so lower SCALE to (2). But you know, the grid pattern shouldn't show once blended into the final picture
weight *= max(0.0, 1.0 - (2000.0 * EDGE_SHARPNESS) * abs(tapKey - key));
weight *= max(0.0, 1.0 - ([B]400.0 [/B]* EDGE_SHARPNESS) * abs(tapKey - key));
Is there anyway to get this working on Metal Gear Revengeance? It looks terrible on my 1440p screen being locked at 1080p.
Get this fix
http://www.mediafire.com/download/jvcw3l4lq2d023c/TheRadikFix.rar</span></blockquote>
and it will run the game at whatever your desktop resolution is set to (including custom downsampling resolutions)
also consider getting this: http://www.neogaf.com/forum/showpost.php?p=97260557&postcount=6133
as it removes the ass ugly extremely low rez film grain
And if you're on Nvidia: 0x084012C1 for SSAA and 0x0000001F (Demigod bits) for AO
I'm trying to get the resolution fix enabled but i can't seem to get it working. I also cannot find the 0x084012C1 in AA compat.
Thanks for the help, i've been waiting awhile to find a fix so i can actually enjoy the game![]()
I'm trying to get the resolution fix enabled but i can't seem to get it working. I also cannot find the 0x084012C1 in AA compat.
Thanks for the help, i've been waiting awhile to find a fix so i can actually enjoy the game![]()
Is GeDoSaTo supposed to work with DX10/DX11 games. Because its not working for me. It works fine with DX9 games though.
It's DX9 onlyfor now...?
Thank you so much for the help guys, just got it working!
I had to run the fix as admin otherwise it wouldn't do anything
On another note, i see the picture is a bit "blurry", is there anyway to sharpen it without introducing aliasing too much?
You need to play around with the LOD Bias. Try negative value although I can't remember the best settings as it depends on the amount of AA you apply.
Thank you so much for the help guys, just got it working!
I had to run the fix as admin otherwise it wouldn't do anything
On another note, i see the picture is a bit "blurry", is there anyway to sharpen it without introducing aliasing too much?