It's the final one from Boulotaur's link. Scroll down to the end.
That's a really nice looking film grain.
It's the final one from Boulotaur's link. Scroll down to the end.
It's nice to read stuff like this from time to time, to see that my efforts to improve ease of use pay off.Finally got around to setting GeDoSaTo up last night. Being mildly new to modding, I found it incredibly easy to set up and use.
Granted I started out by downsampling from 4320 and it put my framerate so low I got booted from online in Dark Souls II, but it was still pretty from 2160. All other settings cranked. I'm looking forward to running it on other titles. Thanks very, VERY much.
When 90% of what you read are bug reports you can get the impression nothing is working![]()
Duranteeeee I have finished multiple games at 4K because of your tool.
I'm currently playing Silent Hill: Homecoming which benefits from the resolution boost immensely (as well as the Bicubic setting muahahahaha)
It's the final one from Boulotaur's link. Scroll down to the end.
0x04E2810D
(I'm killing myself)
But seriously, the usual process is logLevel 50 -> look in the log.
Well ARR actually isn't Luminous. Though they took some of the same ideas though when they re-wrote what it does run on into a new custom engine for FFXIV. (As they need something completely tailored for the game itself. They learned their lesson from using Crystal Tools on the first version. Which looked amazing in many ways, and had a really great seamless world which is the only thing I dislike about ARR. But a myriad of technical issues.)
And you are right, it does look absolutely gorgeous!
I would really love, if someone had a chance to ask Yoshi in person at a conference about adding some form of hybrid SSAA into the game.
To quote what I wrote on another site
Forgive me if this has been discussed before but why does downsampling disable things like HBAO+ in certain games? Is this something that can be remedied or is a limitation of downsampling in general?
It's nice to read stuff like this from time to time, to see that my efforts to improve ease of use pay off.
When 90% of what you read are bug reports you can get the impression nothing is working![]()
Anyone had any success with Lords of Shadow 2? Using "forceAlwaysDownsamplingRes true" will make the resolution show up (without it the game only shows resolutions as high as your current desktop resolution), but trying to change it results in black screen. Changing the resolution from the game.cfg doesn't seem to work either.
Some comparisons with AO on/off on RE4 HD :
http://screenshotcomparison.com/comparison/88712
http://screenshotcomparison.com/comparison/88710
The bad news is that I get a bad framerate when it's on not because of the AO itself but due to the way that I inject AO into the game : it's rather brutal actually so I guess the engine doesn't agree completely :/
Just tried that but nothing show's up in the log. Sometimes the game does boot up but doesn't show the available resolutions.
First of all I'm glad I'm not the only one who loves the lightning in the game, especially standing somewhere on the Upper Decks of Limsa while the sun rises or sets produces some of the most beautiful scenes I ever witnessedThough I agree also that it would be even better as a seamless world, it's a bit sad that I can see the giant crystal in Limsa from above but don't see the people that who normally are all around it though overall the engine in ARR does have more advantages than disadvantages yeah. And oh alright I must have mixed something up in my head then about the engines
Also about your quote that would really be a ideal solution and it would be great if someone could bring that to Yoshi however I think even if someones does I can't see him put that much effort into it because it probably be a fair bit of work for something many people won't use for the performance hit alone :/
So thanks to a friend who gifted me a month of FF14 ARR I was able to test the game and atleast at 1440p I found the UI still be very readable, it cleared the edges quite a bit. The only downside being it drops me from sweet 60fps to still playable 40-45fps with everything on Ultra. I find this quite impressive for a single 7970 though now I have to decide on jaggies vs framerate![]()
Forgive me if this has been discussed before but why does downsampling disable things like HBAO+ in certain games? Is this something that can be remedied or is a limitation of downsampling in general?
Some comparisons with AO on/off on RE4 HD :
http://screenshotcomparison.com/comparison/88712
http://screenshotcomparison.com/comparison/88710
The bad news is that I get a bad framerate when it's on not because of the AO itself but due to the way that I inject AO into the game : it's rather brutal actually so I guess the engine doesn't agree completely :/
Anyone had any success with Lords of Shadow 2? Using "forceAlwaysDownsamplingRes true" will make the resolution show up (without it the game only shows resolutions as high as your current desktop resolution), but trying to change it results in black screen. Changing the resolution from the game.cfg doesn't seem to work either.
Well, with the setting I mentioned it will detect my GeDoSaTo resolutions up to my highest hardware resolution, regardless of what my desktop is currently set up.However, the problem with the game is that it doesn't detect downsampling resolutions unless it's set to your desktop resolution. Which is obviously a problem. Other games have this issue as well.
It's more stable than before, particularly due to the lack of pixelation.That does look very good. How does it fare temporally? Same as before? Obviously better than built in SSAO i'm assuming.
Any SSAO method is noisy to some extent, it's inherent in how they work (use a limited number of samples in space to "guess" the occlusion). It's much less noisy now mostly because the samples are much better distributed in space. It's not directly related to the normals.
Yes. The comparison screens are pre-blur to show the differences better.Yeah, I am aware of that somewhat. Usually the noise is filtered or blurred at some stage before becoming the finished work.
I am assuming your AO doing this as well before being applied?
AO is still only working "out of the box" for Dark Souls 2. The generic depth plugin is a work in progress (and you're more than welcome to contributeIs the AO working? I'm testing it on the Debris by Farbrausch demo and Batman AC and it doesn't seem to be doing anything other than hitting the framerate when I toggle it. I tried altering the settings in the fx file to see if anything would change and nothing did.
I did some significant work today.
http://blog.metaclassofnil.com/?p=599
Executive summary:
- Great improvements to the shader development/tweaking workflow
- Improve performance of AO by 40% while also greatly improving quality
Previous AO (9 ms GPU time at 4k):
![]()
New AO (4.8 ms GPU time at 4k):
![]()
ENB disabled
![]()
ENB enabled
![]()
Out of those I only have Trine installed at the moment, but the Enchanted edition works fine over here. Regular Trine doesn't show me the resolutions, don't know if it ever did.GAMES THAT CRASH ON LAUNCH (unless otherwise noted)
Assassin's Creed Brotherhood (only displays menus and HUD)
Bioshock
Dead Island
Rayman Origins
Resident Evil 4
Resident Evil 5
Resident Evil 6
Syndicate
Trine
Trine 2
Not sure if this is because it's doing something different or one of my .ini settings need to be changed. Any help would be appreciated.
No problem I wanted opinions. I think I suck at working with AO. It's really easy to overdo it or screwing it up.Eh, no offense, i'm glad you are giving it a shot. (Especially since HBAO+ doesn't work with the game). But it looks really ugly and out of place, and i'd rather have none at this rate. But it's a start.
No problem I wanted opinions. I think I suck at working with AO. It's really easy to overdo it or screwing it up.
Does anyone have good examples of before/after AO shots ?
You should have a look at the alternative SSAO I have in the latest version on Github. I got pretty good AO with it and the generic depth plugin in the Debris demo, simply by running a pow(z,60) on the depth to make it more linear. Still have to improve the performance of that method though.
As for good AO examples, the best comparisons are really NVs HBAO+ shots. Like this one. It's my holy grail.
Well they talked a lot intially about caring about the high-end user and still do from time to time. And they are making some changes to things like the textures and the water with the DX11 update. So I don't see why there wouldn't or shouldn't be support for something like this! The game needs it so hard, it would literally probably be a few days work at best. And since it's being done by the game, they SHOULD have a big performance advantage over driver downsampling. Especially since they can selectively render only specific buffers if they so choose so. Look at Metro Last Light's Hybrid SSAA, it's fantastic and performance is pretty good.
In order to really tackle the aliasing, you really need ratios from 2x2 and above with FFXIV with downsampling.
Try playing the game at 4k on a 1080p set with 140% UI scale. It's far from ideal.
Even 2732x1536 on a 1366x768 TV is basically unplayable for me because of the UI. And it still leaves behind quite a bit of temporal aliasing.
But being an Nvidia user, I just play on my 768p TV with 4xSGSSAA which looks amazing. Even with settings dialed down.
GAMES THAT CRASH ON LAUNCH (unless otherwise noted)
Assassin's Creed Brotherhood (only displays menus and HUD)
Bioshock
Dead Island
Rayman Origins
Resident Evil 4
Resident Evil 5
Resident Evil 6
Syndicate
Trine
Trine 2