First Beta release!
Generic AA & postprocessing Plugin!
Tool GUI overhaul!
Bugfixes!
Performance monitoring!
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Anyone with the game, sufficient motivation and some time could probably write a game plugin to fix that. As soon as I release the source, which should be no more than a week from now.
I have no idea what Chrome is thinking, so I also can't fix it :/
Just use Firefox like all Freedom-loving internet citizens
Anyway, in case anyone doesn't trust me.
But then why suddenly start with this release?My guess is "There is an EXE in a ZIP, that's probably not safe" is why it was flagged.
This breaks the lighting:
0x02506405 (your bits from Crysis)
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vs.
0x02400405 (Payday: The Heist, Grand Ages: Rome, Aion, Grand Ages: Rome(Demo), Warframe)
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Notice how the aobve image has broken white balance/HDR and everything is washed out. Particularly notice how the ground unifies to a flat white where the sun hits it (basically looks like LDR lighting) and how the ambient occlusion is so washed out that it barely shows up.
Let me know if it works, I only tested it in 2 games.Omg yes I am so damn thirsty for a basic PPAA to be captured with the raw 4k+ image and Durante has delivered. Time to go test it on a Lego game.
Let me know if it works, I only tested it in 2 games.
This is weird, I seem to be having some issues with Beta 6. Lego Marvel doesn't start up properly if Gedosato is running. I hear the sound, but it never becomes an actual window. If I deactivate Gedosato Steam says that I exit the game. Alpha 4 works fine with the game. Injustice (UE3) just crashes if I try to start it with Beta 6 and it works fine with Alpha 4.
This is weird, I seem to be having some issues with Beta 6. Lego Marvel doesn't start up properly if Gedosato is running. I hear the sound, but it never becomes an actual window. If I deactivate Gedosato Steam says that I exit the game. Alpha 4 works fine with the game. Injustice (UE3) just crashes if I try to start it with Beta 6 and it works fine with Alpha 4.
First Beta release!
Generic AA & postprocessing Plugin!
Tool GUI overhaul!
Bugfixes!
Performance monitoring!
![]()
![]()
Anyone with the game, sufficient motivation and some time could probably write a game plugin to fix that. As soon as I release the source, which should be no more than a week from now.
I just tested too, and I'm having the same issue with Lego Marvel Super Heros when it worked perfectly with previous versions.
Fake before posting edit: Actually, I think "Force Borderless Fullscreen" is the culprit. Try disabling it.
Edit 2: Here's proof I got it working. 5120x2880 with Ultra SMAA on top. I did it at a time where I wasn't moving so that the motion blur wouldn't affect it.
Ah good catch. I forgot that was on by default since I had disabled it in the previous revisions a while ago. That would have taken me forever to figure out.
Which game is it ?
Edit 2: Here's proof I got it working. 5120x2880 with Ultra SMAA on top. I did it at a time where I wasn't moving so that the motion blur wouldn't affect it.
There's clearly something wrong with that Lego shot, yeah. There are edges SMAA should absolutely catch, which are completely unprocessed.
About the per-game postprocessing shaders: that could be done rather easily, using a similar system as for the config files. So you could just create a [gamename] subfolder in assets and place a post.fx file (or [whatever].fx really] there to override the respective default.
Sadly, Age of Empires III CE will not work with GeDoSaTo (Beta 1 at least). I can select 4k downsampling, and highlight menus, but mouse clicks don't work. A shame!
Love the new update btw, Durante. Great little tool here. Still messing around with all my Steam games to see what I get working or not.
#######################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
There are several options in the configuration file for the mouse, try playing with those to see if you can get one to work with it.
Code:####################################################################################### # Mouse settings # you may have to play around with these a bit to get mouse input working correctly # while downsampling in some games # Modify the mouse position reported by "GetCursorPos" when downsampling modifyGetCursorPos false # Modify the mouse position set by "SetCursorPos" when downsampling modifySetCursorPos false # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling interceptWindowProc false # Adjust the mouse position reported in peeked Windows messages when downsampling adjustMessagePt false
No, though 64 bit support should be a lot easier to implement than DX11. (But I don't think there are many DX9 64 bit games)This doesn't work with 64-bit programs right?
Or does it? I can't remembah
No, though 64 bit support should be a lot easier to implement than DX11. (But I don't think there are many DX9 64 bit games)
I of course know it's not actually malicious, but if you could compress it in some way that doesn't make chrome think so, it might be worth doing because as it stands Chrome won't let it download.
Has anyone found a solution yet for the mouse being stuck in a small square on the screen when rendering at very high resolutions (8K) ?
#######################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
Amazing app just found out about this today.
I got Dota working but the inputs for the mouse are off, help needed please.
I've been trying to get Syndicate to run with GeDoSaTo, but the game launches with a black screen and goes unresponsive.
Anybody have an idea what the problem might be?
e:
Actually everything I've tried (Syndicate, Borderlands, and Far Cry 2) immediately goes unresponsive with GeDoSaTo. They're all listed under perfect on the compatibility list.
I have a gtx 780m, so I figure it might be a problem with mobile gpu's.
That's going to happen in practically every RTS when you downsample, the mouse just becomes smaller and more difficult to handle.
In Dota, the only worthwhile aa is SMAA or FXAA, because any other driver-forced aa just messes up the particle effects.
It's only worth downsampling in Dota if you want to take good-looking screenshots.
Oh I mean like off by miles, like good 6 inches off.
there are mouse correction controls in the config.ini. if that doesn't do it, you're boned.
That did the job![]()
Everyone having issues, try disabling borderless windowed mode and see if that helps.