ss_lemonade
Member
Does this still work with Final Fantasy XIII? I can't seem to get the game to launch anymore when gedosato is active. I would use DSR if I could but it doesn't look like nvidia has added support yet for mobile gpus (on a laptop)
Tried installing GeDoSaTo on my new laptop but I keep on getting this when I launch it even after I've disabled secure boot:
Tried redoing everything from a clean install. (also I do have the pre-requisites installed.)
Anyone have any idea of whats going wrong? Windows 10 if that's important.
I just installed this to play around with it.
So far downsampling is working for ME3, however, the mouse is completely weird.
It doesn't hover around items on the game. I'm assuming it's a windows issue with larger resolutions or something.
Thanks, I looked up those settings and found that I did have to modify these.Did you test out any of the mouse compatibility fixes close to the end of GeDoSaTo.ini?
modifyGetCursorPos true
modifySetCursorPos true
Thanks, I looked up those settings and found that I did have to modify these.
Code:modifyGetCursorPos true modifySetCursorPos true
Alpha Protocol (I think...)
injectPSHash d938c429
Bioshock 2 (this needs more testing since I find it broken with Minerva's Den, I just started this game and played for like 2mins lol)
injectPSHash ff3cafbe
Bionic Commando (the one uploaded caused some artifacts on my end, try this if you run into the same issue):
injectPSHash d1d5079a
injectDelayAfterDraw true
Dead Rising 2 OTR (it disables the DoF blur too but I didn't find a better one)
injectPSHash 0660d0df
injectDelayAfterDraw true
constrainInjectedRT true
Double Dragon Neon
injectPSHash 7e472f9f
injectDelayAfterDraw true
Ghostbusters the Video Game
injectPSHash 010620bb
injectDelayAfterDraw true
Half-Life 2 Update (should work for HL2 too?)
injectRenderstate 52,1
Kane & Lynch 2 (I think...)
injectRenderstate 37,1185669120
Kungfu Strike
injectPSHash 806bcb0a
Lara Croft and the Guardian of Light
injectVSHash 34a8fe8b
Need for Speed Hot Pursuit (I remember there were problems but I only used it for its camera mode mostly, alternative: b344b0b2 which doesn't work with its photomode):
injectPSHash 3ede6b71
Ninja Pizza Girl (I don't know why I bothered):
injectRenderstate 175,3212836864
Outland (works after the intro I think? don't know if it'd break in other levels):
injectPSHash 858b354d
Overlord
injectPSHash 4aee71b0
injectDelayAfterDraw true
Overlord (if you have bloom disabled in options)
injectVSHash fa5bc7ea
PURE
injectVSHash 81f2355f
Race the Sun
injectPSHash bc03b9ee
injectDelayAfterDraw true
Resident Evil Revelations (I remember Rev2 would use different hash for different sections just in the first episode... so it could be the case here too)
injectPSHash ce1b0034
injectVSHash 8a81da8b
Star Wars the Force Unleashed
injectPSHash 8cfea303
injectDelayAfterDraw true
Sudeki (only played for like 20 seconds)
injectVSHash 49558b95
The Last Tinker
injectPSHash d791db69
injectDelayAfterDraw true
Torchlight 2
injectRenderstate 139,4294967295
injectDelayAfterDraw true
Wolf Among Us (doesn't disable the target circle, just move the cursor away from them)
injectPSHash bcbd3833
injectDelayAfterDraw true
Game of Thrones Telltale (think it works after the first portion is done, same issue as wolf among us with the target circle thing)
injectPSHash b3b19df3
injectDelayAfterDraw true
Way of the Samurai 4
injectVSHash 50e19391
Zenoclash
injectRenderstate 52,1
Zenoclash 2
injectPSHash 02282b05
injectDelayAfterDraw true
Does anyone know if it's possible for some workaround if your UEFI Secure BOot is locked via BIOS and unchangeable on Win 10? Only really want this for Ds2 atm with texture override etc but i just checked BIOS and it's not changeable
Or am i just shit outta luck?
Posting some PSHash for the hudless screenshot function I've accumulated just for reference and people who don't want to look for them (like me...), hope someone can find them useful! and I'm too lazy to test them since I don't play my games as much I'd like to lol, so some may not work, also thanks to my profile folder being a mess with a bunch of different backups , had to dig for some of them... it's why I didn't upload them to github
Don't you need executable name for these to work?
Posting some PSHash for the hudless screenshot function I've accumulated just for reference and people who don't want to look for them (like me...), hope someone can find them useful! and I'm too lazy to test them since I don't play my games as much I'd like to lol, so some may not work, also thanks to my profile folder being a mess with a bunch of different backups , had to dig for some of them... it's why I didn't upload them to github
Great work, you (or someone else really) should make a pull request for those so that they don't get lost.Posting some PSHash for the hudless screenshot function I've accumulated just for reference and people who don't want to look for them (like me...), hope someone can find them useful! and I'm too lazy to test them since I don't play my games as much I'd like to lol, so some may not work, also thanks to my profile folder being a mess with a bunch of different backups , had to dig for some of them... it's why I didn't upload them to github
[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
[B]FullscreenViewportX=3360
FullscreenViewportY=2100[/B]
# GeDoSaTo Whitelist
# One application name per line (application name = file name of the .exe without the .exe)
# Wildcards supported (* = any sequence of characters, ? = any single character)
# Format:
# Exe File Name (or pattern) || Readable Name (optional)
[B]SPLINTERCELL3[/B]
# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
[B]renderResolution 3360x2100@60[/B]
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
[B]forceBorderlessFullscreen true[/B]
# Adjust the reported client rect when downsampling
[B]modifyGetClientRect false[/B]
Posting some PSHash for the hudless screenshot function I've accumulated just for reference and people who don't want to look for them (like me...), hope someone can find them useful! and I'm too lazy to test them since I don't play my games as much I'd like to lol, so some may not work, also thanks to my profile folder being a mess with a bunch of different backups , had to dig for some of them... it's why I didn't upload them to github
I've been trying to use GeDoSaTo for the first time in a long while and I can't get it to work with any games.
1. I'm on win 10 64-bit now whereas I used to be on win 7 64
2. I disabled secure boot and installed all suggested packages from the install page.
3. GeDoSaTo itself seems fine. No error messages etc. But my games will not launch with GeDoSaTo active.
I'm probably missing something obvious but it eludes me. Hopefully someone has dealt with this issue before and can help.
(the difference visible when cycling through the images)
The latest update seems to have broken something with Valkyria Chronicles for me. The brightness in realtime cutscenes as well as gameplay is constantly changing slightly about once per second.
(the difference visible when cycling through the images)
The problem is gone when GeDoSaTo is deactivated, so it has to be related somehow.
Can anyone confirm, or offer an earlier version for download so I can check myself if the behaviour really changed? (I accidentally reran the GeDoSaTo updater so my own local backup files of the earlier version were overwritten)
edit:
I focused so much on that annoying flickering that I didn't notice the whole 2D background is missing in the images above.
Just installed Valkyria Chronicles for the first time today and ran it with GeDoSaTo (latest version). I tried downsampling from 4K and 1440p down to 1080p. Unfortunately, I'm having the same problem as you; Whenever I have GeDoSaTo running I get the weird lighting glitch as well as textures missing in the character portraits during dialogue. During the prologue mission however not only is the water texture missing but the tree models/textures start freaking out in weird ways (I'll get some screenshots up soon). I've been looking for solutions but haven't found anything.
The latest update seems to have broken something with Valkyria Chronicles for me. The brightness in realtime cutscenes as well as gameplay is constantly changing slightly about once per second.
(the difference visible when cycling through the images)
The problem is gone when GeDoSaTo is deactivated, so it has to be related somehow.
Can anyone confirm, or offer an earlier version for download so I can check myself if the behaviour really changed? (I accidentally reran the GeDoSaTo updater so my own local backup files of the earlier version were overwritten)
edit:
I focused so much on that annoying flickering that I didn't notice the whole 2D background is missing in the images above.
You should both try going to edit config, finding Valkyria's config file, and removing the PSHash for the game if it exists, then reporting back your results.
That's strange, I can't reproduce that issue.Regarding Dragons Dogma, the game crashes at start up with GeDoSato enabled. It seems like I have to delete config.ini whenever I want to boot up the game. Then GeDoSaTo works fine when changing the settings from the game's option menu.
Does anyone know what I am doing wrong since I have to delete config.ini every time I want to boot up the game?
yeah, i'm having the same problem.so..when i use the program,loading time's on dragon's dogma increase exponentially..is that normal?
VC issue (which likely also affected other games) should be fixed now.
I pushed some of my latest changes (mostly on improving AO injection by providing ways to eliminate artifacts) and made a blog post about both that and the new multi-stage postprocessing.
How do I enable AO in Dragon's Dogma?
I pushed some of my latest changes (mostly on improving AO injection by providing ways to eliminate artifacts) and made a blog post about both that and the new multi-stage postprocessing.
# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
ssaoType HBAO
# 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 2
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType sharp
Very cool, and will definitely clean up some AO injection problemsI pushed some of my latest changes (mostly on improving AO injection by providing ways to eliminate artifacts) and made a blog post about both that and the new multi-stage postprocessing.
I think HBAO looks rather bad and doesn't have good large-scale coverage. I use SAO.Is this settings ideal for DDAA?
forceBorderlessFullscreen true
postProcessingType asmodean
enablePostprocessing true
addProcessingPass deband.fx
pluginOverride GenericDepthPlugin
ssaoType SAO
ssaoStrength 3
ssaoScale 2
Is this settings ideal for DDAA?
You need to change this line in the main gedosato ini file.
pluginOverride none --> pluginOverride GenericDepthPlugin
Sadly, the update broke the DD AO hash in some dungeons. Will need to find another new one.
That's the same issue. (Unless it happens outside of dungeons). Finding the right hash for the new version will fix both bleed through fog in dungeons as well as the UI bleed-through.Also AO is visible above some stats screens or when you buying something (like one shopkeeper in quarry)
Most of the changes don't really matter to DS2 -- e.g. this particular way of fixing the fog rendering wouldn't work for it because it does things differently. However, you should be able to use SAO and its improvements in DS2.Would something like Dark Souls 2 (just as an example) not work with this because it doesn't use generic depth?
I forgot to mention that frame dumping now makes it much easier to identify target shaders, since it dumps at every shader change and lists the shader hash in the filename. This is particularly important if you need more than 1 shader -- you can now also directly test these by reloading settings while the game is running as long as "TrackShaders" is enabled. However, this also means that you need to be careful about which resolution you do a framedump at -- you don't want 20 GB+ of data per dump
Most of the changes don't really matter to DS2 -- e.g. this particular way of fixing the fog rendering wouldn't work for it because it does things differently. However, you should be able to use SAO and its improvements in DS2.
I forgot to mention that frame dumping now makes it much easier to identify target shaders, since it dumps at every shader change and lists the shader hash in the filename. This is particularly important if you need more than 1 shader -- you can now also directly test these by reloading settings while the game is running as long as "TrackShaders" is enabled. However, this also means that you need to be careful about which resolution you do a framedump at -- you don't want 20 GB+ of data per dump