Comparison of AO on/off on Fahrenheit/Indigo Prophecy :
http://screenshotcomparison.com/comparison/86315
Using these settings. It still looks rough to me. AO is a difficult effect to work with. Plus I'm getting artefact/aliased AO even though I'm actually linearizing my depth in the readDepth() function (at least I think so)
EDIT : might look better :
http://screenshotcomparison.com/comparison/86333
Using these settings
EDIT : doesn't look half bad with some further post-processing
http://abload.de/img/untitledhjpaf.jpg
Had some success trying to futz around with the new build
MechWarrior Online
exe : MWOClient
injectPSHash 4a160fc1
injectDelayAfterDraw true
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
anyone else have any luck with this game? Trying to figure out how to make it black and white, etc.
HUDless screenie:
What do you mean by "make it black and white"?
Does this work with DX8 games?
hmm gedosato hudless thingy seems to have the side effect of disabling one or two post processing effects with the games I've tried it on. In Lego Marvel Super Heroes it's the motion blur and in Remember Me it's the bloom.
The right half is the hudless shot, but it's also missing the final lighting/bloom/whatever pass.
comparison shot, and untouched no post processing
Sure, but you'll have to use a custom api which translates the DX8 calls to DX9. Use this one from enbdev: http://enbdev.com/download_convertor_dx8todx9.htm
I managed to get Mafia, Silent Hill 2, GTA, Max Payne (Bouloutaur2024 made some changes to it so it works, you can find it in this thread) and there's a good chance it works with other dx8 games.
Sure, but you'll have to use a custom api which translates the DX8 calls to DX9. Use this one from enbdev: http://enbdev.com/download_convertor_dx8todx9.htm
I managed to get Mafia, Silent Hill 2, GTA, Max Payne (Bouloutaur2024 made some changes to it so it works, you can find it in this thread) and there's a good chance it works with other dx8 games.
I think I'm doing this right:
comparison shot, and untouched no post processing
edit: although if I use grain or tonemap, things get a little wonky or blinky. depending of if I'm pointing the camera at the sun or not...like, it works...but...kinda doesn't. weird artifacts. Lasers become walls of laser. If I just have bloom and luma and curves turned on, everything looks pretty good, no strange washed out colors or blinking. I noticed this sort of thing when I was testing with a different PSHash Injector.
Star Wars Republic Commando is recognised by gedosato with the use of that DX8 wrapper, but unfortunately it crashes when it loads a level if the wrapper is active. Any ideas on how to make it go?
May want some higher quality images, I can barely tell the difference. They are quite compressed.
I know just enough german...
I know just enough german...
I can't seem to use the dumpframe feature anymore. Tried with both Transformers games and it crashes after only 7 frames.
Try an older GeDo version. Seen some scattered report about it crashing with the latest.
I didn't had any luck with SWRC either so I don't think it works well with the wrapper.
People with Mafia 2 working? How did you make it work? Whitelisted it, but can't change the res in game.
The framedump crash introduced in recent versions should be fixed now.
Playing Halo 1 at 4k with this and I am having trouble getting the post proccessing working (basically sweet fx). Anyone have any luck? For me it only shows the banner that I am downsampling, and not which AA i am in jecting or any of the stuff about post processing or generic deth. How do Iget it to show a more detailed listing of what is going on? I forget.
Looks like NVIDIA is jumping on the downsampling wagon.
https://www.youtube.com/watch?v=rSUSYaa6C9s#t=92
http://www.geforce.com/whats-new/articles/dynamic-super-resolution-instantly-improves-your-games-with-4k-quality-graphics
I assume it will work with all flavors of Direct X.
As of today, DSR is only supported on new GeForce GTX 900 Series GPUs, but in the future we'll be rolling out this incredible new feature to other, similarly powerful NVIDIA GeForce GTX graphics cards.
And finally, what the hell is "dynamic" about DSR?![]()
I'm sure it will solve all these issues (as well as mouse input). The driver would have always been the "correct" place to do this, it's much more natural. If NV had done this 1 year ago, I would probably never have started GeDoSaTo.
On the other hand, if GeDoSaTo had never existed, then would we have DSR today? Who knows.
And finally, what the hell is "dynamic" about DSR?![]()
Perhaps it works similar to adaptive vsync in that once your performance starts to tank beyond acceptable levels it lowers the res in real time to keep up with performance? We've already seen realtime dynamic resolution tech out of a lot of console games in the 7th gen, like the Ninja Gaiden games, RAGE, etc.
I still love GeDo for the other features. Especially the HUD toggle. And I'm sure its making AMD users very happy. I also have to imagine that DSR is going to have an upper limit whereas GeDo does not.
Does the gedosato prostprocessing work on other games?
I get it how to turn it on in DS2, but what do you do to get it running in others?
I still love GeDo for the other features. Especially the HUD toggle. And I'm sure its making AMD users very happy. I also have to imagine that DSR is going to have an upper limit whereas GeDo does not.