In Dark Souls 2, SLI + using the SSAO from this program absolutely destroys my fps. With SLI off, it doesn't do that. Makes no sense![]()
I need the power of two GPUs!
C:\Users\*Username*\Documents\My Games\UnrealEngine3\BoulderGame\Config
Yes, me.Anyone able to get it working with Divinity: OS?
Yes, me.
Took quite a bit of work though.
So it's something you were able to figure out? I'd be interested in using it if you've found a good way to apply it. I've only used Gedosato for DS2 so far.
No, far too much work for not enough payoff.Any chance of someone porting over the original DS Fix into GeDoSaTo?
I use the D3DX functions for saving screenshots currently. They are slow and suck.I managed to get Remember Me running at 10K!!!
3 fps FTW.
Unfortunately, all the screenshots I took never saved...
This isn't the first time VERY large downsampled shots didn't save.
No, far too much work for not enough payoff.
I use the D3DX functions for saving screenshots currently. They are slow and suck.
I want to move to another library at some point, and also do it in an asynchronous thread.
Beta7 downsampling doesn't seem to work for me. Post processing, bloom etc work fine though. I can pick the resolution from the list, but it doesn't appear to do anything at all, rather it just appears to silently revert to whatever resolution I was using before. Then when I close the game it will show this error and crash when I hit OK.
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http://pastebin.com/xBypuch7
Here's some level 1 logs from Dark Souls 2, maybe it's useful. D3DERR_INVALIDCALL seems like a bad thing?
I want to move to another library at some point, and also do it in an asynchronous thread.
I use the D3DX functions for saving screenshots currently. They are slow and suck.
I want to move to another library at some point, and also do it in an asynchronous thread.
Doing what? Moving to a different screenshotting solution? Well, first you find some library to write images with. Then you integrate it into the GeDoSaTo codebase. Then you create a new screenshot-taking module and call it instead of the existing D3DX usage in the RSManager. Finally, you need to decouple the framebuffer -> main memory transfer from the image encoding/writing and do the latter in a separate thread. That's the part I'm currently working on.How would I go about doing that?
Hey Durante, regarding game specific plugins, I imagine it would be possible to fix problems like UI scaling with them? How deep understanding of the stuff listed in developer readme would one need in order to get started with developing one?
I wish this would be the case. But I some how doubt it.![]()
1>.\Debug\GeDoSaTo.dll : fatal error LNK1169: one or more multiply defined symbols found
Well, first of all, yes it would be possible. But it would also be an incredible amount of work. You'd have to reliably figure out when the game renders its UI, change those operations to scale it, and (if it's mouse-driven) redirect all relevant mouse click/motion data to fit the new UI.Hey Durante, regarding game specific plugins, I imagine it would be possible to fix problems like UI scaling with them? How deep understanding of the stuff listed in developer readme would one need in order to get started with developing one?
Sorry, I don't have Mafia II. Might be that it works in the next version though - it has some options to increase compatibility and enables Divinity: OS and Witcher 2 to work.But also: Durante, if you have Mafia II, would you mind seeing if you can get it to work with GeDoSaTo?
That's already in the current github version. Did it ~ a week ago I think.I was working on implementing custom post.fx's per game since it seemed like a simple enough thing
You need to compile minHook with the same toolkit version as GeDoSaTo (VS2012). (Right click project->properties->general->platform toolset)By the way, if anyone can help me out with getting the source code to compile with Visual Studio 2013 I'd really appreciate it.
It seems like I should have all the dependencies as they're needed, but the program still isn't compiling right. I'm sure it's an issue with dependencies but after trying to get stuff right on and off for a whole weekend I gave up.
Any help would be cool.
More in detail, on compile I keep getting this.
With the final relevant fail state being
Code:1>.\Debug\GeDoSaTo.dll : fatal error LNK1169: one or more multiply defined symbols found
Figured as much, that does sound like a lot of work.Well, first of all, yes it would be possible. But it would also be an incredible amount of work. You'd have to reliably figure out when the game renders its UI, change those operations to scale it, and (if it's mouse-driven) redirect all relevant mouse click/motion data to fit the new UI.
Well, first of all, yes it would be possible. But it would also be an incredible amount of work. You'd have to reliably figure out when the game renders its UI, change those operations to scale it, and (if it's mouse-driven) redirect all relevant mouse click/motion data to fit the new UI.
Sorry, I don't have Mafia II. Might be that it works in the next version though - it has some options to increase compatibility and enables Divinity: OS and Witcher 2 to work.
That's already in the current github version. Did it ~ a week ago I think.
You need to compile minHook with the same toolkit version as GeDoSaTo (VS2012). (Right click project->properties->general->platform toolset)
Doing what? Moving to a different screenshotting solution? Well, first you find some library to write images with. Then you integrate it into the GeDoSaTo codebase. Then you create a new screenshot-taking module and call it instead of the existing D3DX usage in the RSManager. Finally, you need to decouple the framebuffer -> main memory transfer from the image encoding/writing and do the latter in a separate thread. That's the part I'm currently working on.
I'm drunk
Edit:
Screenshot taking now has almost 0 perceptible performance hit.
Hail Satan!
Next build. The GeDoSaTo GameReady build for Divinity: Original Sin!Next build?
Next build. The GeDoSaTo GameReady build for Divinity: Original Sin!
What ? 2014 games still developped in DX9 oO ?Valiant Hearts works wonderfully, as expected (2160p down to 1080p):
What ? 2014 games still developped in DX9 oO ?
Also I'll check if I can do something about Mafia 2 since I have the game somewhere on my HDD.
Fantastic work Durante, glad we got you
Next build. The GeDoSaTo GameReady build for Divinity: Original Sin!
Valiant Hearts works wonderfully, as expected (2160p down to 1080p):
http://abload.de/img/screenshot_2014-06-25tlkgv.png[IMG][/QUOTE]
Aww, neat. I might try that out right now.
It's also not like UbiArt requires DX11 features.It was an engine created last gen so yeah, it's DX9.
Next build. The GeDoSaTo GameReady build for Divinity: Original Sin!
What ? 2014 games still developped in DX9 oO ?
Also I'll check if I can do something about Mafia 2 since I have the game somewhere on my HDD.
Fantastic work Durante, glad we got you
Just tried Kingdoms of Amalur Reckoning with GeDoSaTo .07 beta running at 4K and it was smooth as butter. Using NVIDIA's driver based downsampling the framerate made the game unplayable. Awesome work. I'll definitely be donating soon.
Valiant Hearts works wonderfully, as expected (2160p down to 1080p):
![]()
Amazing tool!
Is there a way to add more resolutions than just one? So I can chose it ingame?
Anyway to fix the issue with your mouse cursor not locking to the game? I tried the mouse options but none seem to be working. Trying it in Brothers in Arms: Hells Highway btw.
And 2 screenshots for the hell of it:
What do you mean not locking to the game?
When turning my mouse will go into my other monitor. It won't lock to the game so if I click the game will alt-tab if it's on the other monitor by chance.
I still can't get my head around the fact that using a third party tool gives better performance than driver level stuff.Just tried Kingdoms of Amalur Reckoning with GeDoSaTo .07 beta running at 4K and it was smooth as butter. Using NVIDIA's driver based downsampling the framerate made the game unplayable. Awesome work. I'll definitely be donating soon.
It really shouldn't happen. Performance should be the same (or slightly worse).I still can't get my head around the fact that using a third party tool gives better performance than driver level stuff.
Is this wizardry ?
I'm wondering if there's any comparison shots between driver downsampling and GeDoSaTo downsampling at the same res (4k?)
Is quality the same? Better? Worse?
Either way, great job Durante! GeDoSaTo is amazing![]()
Ahhh alright... I'll do some testing once I get back to my desktop. I'm travelling and stuck with a laptop that can't do driver downsampling, so I can't really compare performance/quality right now.It'll be the difference between bicubic downsampling and bilinear downsampling.
Or I guess more accurately, the above at 4K, and multi-step bicubic downsampling vs bilinear downsampling at resolutions above 4K.
Basically, take any one of your high res screenshots, and resize it to 1080p with Bicubic sampling and save it. Then do the same with Bilinear sampling and save it. Compare the results.
It really shouldn't happen. Performance should be the same (or slightly worse).