Auto-Reply
Member
Damn, thanks for trying it out though!
I love gay-dough-saw-toe.
Damn, thanks for trying it out though!
People have gotten custom resolutions out of hex editing, but I'm guessing the same problems might pop up
http://www.wsgf.org/forums/viewtopic.php?f=64&t=20610
I love gay-dough-saw-toe.
GDST has a built in screencapture functionality (it actually captures full res!) so it would probably be worth trying that out.
There's a program called Widescreen Fixer that supports Darksiders that allows you to set custom resolutions
https://www.widescreenfixer.org/
Between using a gdst resolution and my normal downsampling resolutions though the game doesn't render properly
People have gotten custom resolutions out of hex editing, but I'm guessing the same problems might pop up
http://www.wsgf.org/forums/viewtopic.php?f=64&t=20610
Hey what should I add to the whitelist in order to get Dark Souls: PTD to work?
extern float aoClamp = 0.08;
What exaclty does:
do?Code:extern float aoClamp = 0.08;
[Asmodean];112248208 said:Updated my PostFX suite to 1.45. Some improvements to the bloom, colour correction, & tone mapping logic. Also improved various user options.
It clamps the AO to a specified minimum (where 0.0 is pure black, and 1.0 is pure white). Use it to balance the black levels of the occlusion. It keeps it looking like shadow, rather than just pure black. I generally go with ~0.2ish myself.
Yeah I am, just wondering how glorious the artwork would be downscaled would beYou should use DSFix instead of GeDoSaTo for that.
Yeah I am, just wondering how glorious the artwork would be downscaled would be
[Asmodean];112248208 said:Updated the DSII PostFX suite to 1.45. Some improvements to the bloom, colour correction, & tone mapping logic. Also improved various user options.
I just released 0.5.
It took a bit longer than expected, in part because I'm sufficiently happy with the result now that I spent too much time playing DS2 instead of tweaking it- almost 100 hours now!
It includes as its main feature the new bloom effect I've shown off before, and also some further improvements to SSAO, and adds an option to use Asmodean's postprocessing instead of my own, for people who prefer a more cinematic and less "gamey" look.
Disregard this post!I just released 0.5.
It took a bit longer than expected, in part because I'm sufficiently happy with the result now that I spent too much time playing DS2 instead of tweaking it- almost 100 hours now!
It includes as its main feature the new bloom effect I've shown off before, and also some further improvements to SSAO, and adds an option to use Asmodean's postprocessing instead of my own, for people who prefer a more cinematic and less "gamey" look.
At the risk of having missed something incredibly obvious Durante, are you planning on adding a generic SMAA/FXAA option for non-DS games to make it easier to capture the raw 4K+ rendered image with some form of AA when games lack internal options (and without having to mess with the injectors)?
For the next version, Ill focus on polish, adding some small requested features, and getting ready for a source release. In particular, I want to
Create a plug-in system for game-specific code.
Move all DS2 stuff to a DS2 plugin.
Add a generic plugin which allows postprocessing and SMAA/FXAA on all games supported by GeDoSaTo.
On his blog![]()
I love the HDR and post-processing in the new version, but enabling it increases aliasing again for me, making it look like 1080p with no AA (I'm downsampling from 1620p).
I've disabled lumasharpen, but it didn't seem to make any difference. I haven't been using SMAA or FXAA because my R9 270X is only just about able to cope with downsampling.
Is there any way I can keep that smooth downsampled look and have HDR?
Try a slightly lower resolution with FXAA.
I just released 0.5.
It took a bit longer than expected, in part because I'm sufficiently happy with the result now that I spent too much time playing DS2 instead of tweaking it- almost 100 hours now!
Basically, I changed the default since people never look in the ini and then complain about the performance of the Bokeh DoFHow come DoF is disabled by default, when i get ingame? (it is on in the .ini) not a big deal at all, since i just need to press a button to activate it, just curious.
It does help, but I lose some of the--I don't know what word to use here--image stability of downsampling with no FXAA? The solidity of distant objects and stuff like grass is why I stuck with GeDoSaTo rather than switch to ENB.
If there's no other way round it aside from FXAA then I'll go with it, but I don't mind losing basically every other effect to get HDR and increased contrast with the stable downsampled look.
It does help, but I lose some of the--I don't know what word to use here--image stability of downsampling with no FXAA? The solidity of distant objects and stuff like grass is why I stuck with GeDoSaTo rather than switch to ENB.
If there's no other way round it aside from FXAA then I'll go with it, but I don't mind losing basically every other effect to get HDR and increased contrast with the stable downsampled look.
This tool actually makes Syndicate playable. Its stock FXAA is hot garbage, and I can keep 50-60fps while running at 4k. When downsampling the normal way, I get unplayable input lag added to the game, but GeDoSaTo seemingly adds no input lag at all, which is amazing. Thanks for it, Durante.
I highly disagree. The in game FXAA + Downsampling = extremely smooth edges.
PLUS< you *can* use MSAA and TrSSAA in Syndicate. That + Downsampling+built in FXAA results in some amazing IQ
http://i2.minus.com/iHTryGqTfMW23.png