edit: Actually, one more thing. What would qualify as good enough for whitelisting a game? Playable while downsampling I'd guess. What I'm wondering specifically is games like Tomb Raider Legend for example, where changing the resolution in-game doesn't work, but changing the resolution through the launcher does.
Yeah thinking about it my whitelist is full of stuff that works but with caveats which might not be what others would be considered working. Assassin's Creed is perfect but you got to remember to use the DX9 exe which Steam doesn't by default. Mass Effect 1 & 2 the UI scales perfectly but 1 needs to be set in the configuration utility before launching the game and both need had have GetCursorPos set to true so might want a profile to go with them. Mass Effect 3 on the other hand scales its UI according to screen resolution so while 3840x2160 on a 27" screen is fine to play the game for me I can see others on smaller screens really suffering. Gears of War, Enslaved and a few of UE games are the same (GoW was impossible to see when to do an active reload at 3840x2160 let alone the madness that is 7680x4320 where the reticule is almost invisible). Likewise I've got a handfull of titles that require setting the resolution via .ini or config files.
Only stuff I don't consider adding is titles that crash on start up, have issues when selecting a downsampled resolution or have rendering issues. Everything else that I know that requires tweaks at my end I stick on my whitelist so it's one less hassle to worry about. Though with some funky executable names it's a bit hard remembering what is what some times. You'd never guess that Sonic and All-Stars Racing Transformed is ASN_App-PCDX9_Final unless you kept notes.
Though saying that since grabbing the latest release a few problematic titles for me like Killer is Dead and Resident Evil 5 work now so I may as well go through everything I've got installed again to round out my compatibility list first.
Hi all
First of all just want to thank the author Durante. This is simply the greatest thing to happen to PC gaming since Boris made ENB series.
As the topic states... Skyrim gives me a CTD each time I try loading GeDoSaTo v0.9 with ENB series v0.250
I read a comment by Boulator2024 in the compatibility list that all that is needed to change in the enblocal.ini file is this line...
ForceBorderlessFullscreen=true
Still no luck after attempting this change. Can anyone confirm with screenshots that skyrim is working with ENB and GeDoSaTo?
Is there a specific version of ENB, SKSE or any other important setting in the enbseries.ini, skyrim.ini or something else that may need to be changed?
Additionally, I'm attempting to render the game at 3200x2400 with a present resolution of 2048x1536. Is 4:3 aspect ratio supported or does this matter? (I'm using a CRT monitor)
EDIT: I never see the overlay of data from GeDoSaTo even when I attempt without ENB.
Thank you
-far327
I agree, just thought the same thing recently actually.I was going to suggest that we should start in-line commenting the executables, something like ShippingPC-SkyGame #Dark Void but that doesn't actually seem to work. Maybe there's something similar that's possible. Both on their own line work of course, but that's going to make the list pretty long if everything has two lines.
Well, that's quite a lot of work. To do it right, all the API-specific functionality would need to be abstracted away (so far, I just did that for buffer management), and each of these functional units would have to be implemented for each API. And then the API needs to be intercepted.Just a random muse - if someone were to attempt to port this into opengl, or earlier versions of directx where would one start?
I was going to suggest that we should start in-line commenting the executables, something like ShippingPC-SkyGame #Dark Void but that doesn't actually seem to work. Maybe there's something similar that's possible. Both on their own line work of course, but that's going to make the list pretty long if everything has two lines.
Sounds good.I agree, just thought the same thing recently actually.
I will think about that some more (the syntax of it) and then implement it. I'd like to do it in a way which also allows people to add some compatibility notes (like "set resolution in config files"), and which then allows GeDoSaTo to display the name of the game it thinks is running and the notes, if any, in the overlay.
Mini Ninjas kind of sort of works, but not on borderless mode. Also, colors are off, and the little guy is missing his shadow too. Another one for the unfortunate ui scaling column as well..
Enable "interceptonlysystemdlls" but that isnt guaranteed to work either. If it doesnt, then just hope it might get better in the future.
Also! Currently, it requires that your PC's system drive is the C drive, so if your OS is installed on a different one then the option wont function at all.
This looks like something which may be fixed by yesterday's backbuffer format commit.Mini Ninjas kind of sort of works, but not on borderless mode. Also, colors are off, and the little guy is missing his shadow too. Another one for the unfortunate ui scaling column as well.
Mysterious. I don't have any special settings flipped on my end. What's more interesting is that trying to switch to my NvCP downsampling resolution (1800p) crashes the game, with or without GeDoSaTo active.Huh? I always had issues with GeDoSaTo and Mini Ninjas. Always would crash (and it just did). Did play a fair section of it using custom resolutions through Nvidia Control Panel though I wasn't keeping an eye out for shadows.
Nice, waiting for the next release starts now.This looks like something which may be fixed by yesterday's backbuffer format commit.
Mysterious. I don't have any special settings flipped on my end. What's more interesting is that trying to switch to my NvCP downsampling resolution (1800p) crashes the game, with or without GeDoSaTo active.Does yours crash immediately, or sometime later? I didn't play far at all, just did some running around.
https://www.youtube.com/watch?v=7nP24iugOz4
No, I don't think so. I can make user-level code (that is, games) think whatever I want them to think (though as we can see with all these small details it can be a very involved process), but I can't make the driver think it's running at a different resolution.
Also, would any of the mouse settings fix the issue where I can click outside the game window when downsampling which causes the game to be minimized?
I dont believe so. Are you in borderless full screen?
I think an even better option would be to have separate whitelists for each injection method. An automatic means of selecting injection method would simplify usage greatly if at some point a global whitelist becomes available.I really appreciate the spreadsheet of compatible games that's been created so far. It's been very useful. Perhaps a separate column could be added showing whether a game usues standard vs. alternate injection. I've had to learn the hard way because games that don't work using standard injection tend to hard lock my machine and I have to manually kill the power. Games that've hard locked my machine using standard injection so far are The Witcher 2 and Bioshock 2. Other games just simply crash, like Trine 2 and Far Cry 2. Those run just fine using alt injection.
I'd be happy to share my results in order to help others avoid the same problems. I'm just wondering if it's a universal thing, for example does The Witcher 2 requires alt-injection for everyone or can some people get it to work using standard?
I agree in principle, but that's not really possible. Basically, the injection method is already selected and active (and needs to be selected) before it's even possible for the injected instance of GeDoSaTo to access the whitelist.I think an even better option would be to have separate whitelists for each injection method. An automatic means of selecting injection method would simplify usage greatly if at some point a global whitelist becomes available.
I agree in principle, but that's not really possible. Basically, the injection method is already selected and active (and needs to be selected) before it's even possible for the injected instance of GeDoSaTo to access the whitelist.
If anyone has any concrete suggestions as to how to get around this I'm all ears of course.
Yes, that would probably be the only option to fully automate it.Can you actively run both injectors at once?
Actually, what might be viable is improving the alternate injection so as to make the default obsolete.I'm curious if the alternate injection is a permanent option. As in, do you think that at some point down the line it might be possible to improve the default injection in such a way that would render alternate injection obsolete?
I tried to compile everything from scratch at my work place and it took me a good hour to get everything up and running (I get distracted easily and yeah the whole process is a bit of a pain in the ass to say the least).
So I decided to include everything -all the dependencies- in a ready-made package so that new-comers can easily get GeDoSaTo compiling hopefully in 10 minutes :
For Visual Studio 2012 (msvc-11) :
- Download the Dependencies archive and unzip it at the root of your C:\ drive
- Download the DirectX SDK August 09 and install it at the default location
- Configure the GeDoSaTo Visual Studio project like this (include directories) and this (libraries directories) -sorry my IDE is in french and yea it often surrenders-
- Disable everything in 'Build events' (in the same Properties Page as previous step) if the compiler complains about 'missing ruby version.rb'
Going to post this on Durante's blog as well if it's useful to anyone. I know it will be for me when I move to some other computer
Yes ! forgot I was using an unofficial DX9 buildDX9 has actually already been removed months ago!
Toying around with the bloom shader applied to Dolphin. I disabled the one in Twilight Princess and applied Durante's instead
Porting the bloom shader to Dolphin is dead easy. It's just a copy/paste plugin. Forcing Dolphin to downsample is less easier as no override/forceAlwaysDownsamplingRes scenarii seem to work here : I really have to force/set the dowsampling values right before the CreateDevice call so that it takes the downsampling path. Kinda awkward :/ (not to mention I have to bypass the GetWindowRect interception so it fits the screen properly)
I'm starting to get the hang of Github so I should be able to upload the changes to you Durante. Or we could wait for GeDoSaTo to support D3D11 as DX9 is supposed to be removed from Dolphin anyway![]()
Wait, doesn't Dolphin (and PCSX2) both have custom internal resolutions, doesn't that work as downsampling already? What am I missing here? Or am I just misremembering it.
Unless there's some benefit to using GeDoSaTo over that of course?
Wait, doesn't Dolphin (and PCSX2) both have custom internal resolutions, doesn't that work as downsampling already? What am I missing here? Or am I just misremembering it.
Unless there's some benefit to using GeDoSaTo over that of course?
Durante, could you comment on what I asked before and on the blog as well?
The idea is to scale the image to an arbitrary format and then output it as it is at the chosen screen resolution.
Meaning that you can manipulate aspect ratio by scaling to a certain size, and then print that screen to whatever resolution without changing the aspect ratio.
So, you take the internal resolution, scale it, and then print as it is but independently from actual screen resolution.
To clarify, are you wanting black bars, or stretching?
Yeah this game is a mess I gave it a few tries with GeDoSaTo but it requires the DSFix/DPFix treatment indeed (didn't work for me though)Has anyone ever managed to get Halo 2 Vista working?
Other games work fine, but Halo 2 Vista seems to never go above 1080p in the resolution selection.
Lol sorry for posting so many shots but I'm like a kid in a candy store with this toy :
Runs at 30fps at 10K
No need for a particular GeDo configuration. Just grab the ENB convertor_dx8_dx9_v0018
The hardest part was getting Vice City to work under Windows7 x64 :/
So, you take the internal resolution, scale it, and then print as it is but independently from actual screen resolution.