How about this one, Assassin's Creed 1 with some little AO thrown in + some good ol' S-curve to enhance the shades
http://screenshotcomparison.com/comparison/96027
You're right I get the same. I'll try to see if I can do something about it (I'm using a build that dates back from 2014/09/18)Has anyone got ACII working in the latest builds? I've tried varying settings but only get a blank beige screen with the HUD overlay.
With one of the earlier builds it worked perfectly. I've tried completely uninstalling and re-configuring GeDoSaTo to no avail.
Can anyone help me out. I am playing Borderlands The PreSequel and when i am bumping it up to 2560x1440 i cannot click the menu buttons anymore also when playing my mouse goes to my second screen how can i prevent this?
Try setting interceptWindowProc to true. That might work but I am not sure..can't hurt to try?
Can anyone help me out. I am playing Borderlands The PreSequel and when i am bumping it up to 2560x1440 i cannot click the menu buttons anymore also when playing my mouse goes to my second screen how can i prevent this?
I think setting modifyGetCursorPos, modifySetCursorPos to true will work.
Yes that works now my second problem i use 2 screens and when i down sample it and when i am in game and turn around my mouse goes to the other screen and doesn't stay in the first one.
I have a question Durante: You mentioned you were experimenting on some sort of anti-aliasing that took the good parts of FXAA but basically removed the bad (such as causing textures to appear blurrier). Any chance you will be releasing such AA as its own separate injector? Also, do you plan on updating GeSaTo to basically replace DSfix for Dark Souls 1?
Durante has said no plans to replace DSFix i believe.
is the AA youre talking about the one that mostly ignores text and hud elements?
Which of the mouse settings do I need to set to stop the mouse from clicking outside the rendered area onto my second screen?
Yes that works now my second problem i use 2 screens and when i down sample it and when i am in game and turn around my mouse goes to the other screen and doesn't stay in the first one.
I use two monitors as well. I believe this would be a game issue. Some games trap the mouse and some don't. I use a program called Actual Multiple Monitors which has a bunch of features that Windows lacks. It has tons of customizable hotkeys, one of which is a mouse lock toggle, which lets you lock the mouse to any window or to a specific monitor. It also has an option called Ignore Deactivation, which prevents fullscreen windows/games from minimizing when the mouse clicks outside that window, i.e. in a browser/multimedia player window on the second monitor. AMM costs money, $25 I believe, but it was the only program I could find that offered the Ignore Deactivation feature at a reasonable price. There may be free programs that offer the mouse lock feature.
Oh. I thought I just wasn't setting the right toggle. Thanks Jim, I guess could just disable the second monitor for now, might help reduce some rage. =)This is the only answer I've seen so far that might solve the problem:
I've had this issue in Borderlands 2 a ton. Pain in the butt.
I believe so, and I also recall Durante talking about how if doesn't affect textures like regular FXAA does, as in it really only aims at smoothing out edges...Something about being like Temporal FXAA or somesuch.
Edit: I also wanted to know if you can deactivate downsampling. I sometimes just wanted to try it for the (AA) injectors alone. Borderlands (1) is one such case where I can see it being massively useful (since the game has no AA to speak of).
Interesting. VSSAO2 works for you but not SAO, at the same resolution ? You did configure ssaoType to SAO did you ?Also, those SAO shots look fantastic, can't wait to try it out. (I wanted to but it doesn't work with Fahrenheit, assuming I did everything correctly)
Interesting. VSSAO2 works for you but not SAO, at the same resolution ? You did configure ssaoType to SAO did you ?
Assuming you're using the very latest version from yesterday then there could be something wrong with the shader itself on NVIDIA cards (yes I like to imagine the worst case scenarii from the get-go) I can't say for sure. I wish I had both hardware to test.
There is a #SHOW_DEPTH define in SAO.fx that you can enable to see if the depth texture (the main ingredient for SSAO) is at least properly retrieved. It should ouput a grayscale image with closer items being darker than distant ones.
If you do see that then SAO should work. Granted It might need adjustments with the nearZ/farZ parameters but I know you're used to these so I suspect you already toyed around with them.
If you don't see any grayscale image then there is definitely something wrong but I'm suprised because Fahrenheit should be straightforward to run with the GenericDepthPlugin as it doesn't need any special zbufCompatibilityFlag at all (same for Resident Evil 5 btw. Both games run fine for me)
EDIT : looks like the GeDoSaTo.dll hasn't been compiled in a week, so once you're up to date overall. Grab and replace your dll with this one. It should be better
# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride GenericDepthPlugin
## SSAO
# Determine the type of AO used
# "VSSAO2" = Volumetric SSAO (default)
# "SAO" = Scalable Ambient Obscurance (heavy)
# "MSSAO" = Martinsh SSAO inspired by ArKano22 (light)
ssaoType SAO
# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 2
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType sharp
This is the only answer I've seen so far that might solve the problem:
I've had this issue in Borderlands 2 a ton. Pain in the butt.
Interesting. VSSAO2 works for you but not SAO, at the same resolution ? You did configure ssaoType to SAO did you ?
Assuming you're using the very latest version from yesterday then there could be something wrong with the shader itself on NVIDIA cards (yes I like to imagine the worst case scenarii from the get-go) I can't say for sure. I wish I had both hardware to test.
There is a #SHOW_DEPTH define in SAO.fx that you can enable to see if the depth texture (the main ingredient for SSAO) is at least properly retrieved. It should ouput a grayscale image with closer items being darker than distant ones.
If you do see that then SAO should work. Granted It might need adjustments with the nearZ/farZ parameters but I know you're used to these so I suspect you already toyed around with them.
If you don't see any grayscale image then there is definitely something wrong but I'm suprised because Fahrenheit should be straightforward to run with the GenericDepthPlugin as it doesn't need any special zbufCompatibilityFlag at all (same for Resident Evil 5 btw. Both games run fine for me)
EDIT : looks like the GeDoSaTo.dll hasn't been compiled in a week, so once you're up to date overall. Grab and replace your dll with this one. It should be better
Here's the example of MSSAO running on the image, though only showing the grayscale output.
You need to edit martinsh_ssao.fx and comment SHOW_SSAO. Also, don't forget to edit your keybindings so you can toggle AO.
Your system sounds plenty powerful, but 4K, with everything at max - ESPECIALLY the Bokeh DoF is incredibly demanding. Are most of your drops at world transitions, fog gates, and bonfires? Because those are fairly normal.
That's one reason. The other is that PXAA and TPXAA are really inordinately expensive. That's perfectly fine if all our GPU is doing is taking a final rendered 720p image from a console and displaying it. Not so much when you try to put it on a 16x or more larger image from downsampling while also, you know, actually having to render the game on that GPUDurante implemented it into his PtBi tool, I believe it's called PXAA and TPXAA.
I imagine it isn't implemented into GeDoSaTo because ideally, you would just find a PSHash for your game so it's not being rendered on UI elements at all.
Definitely. You can do anything, in principleI am curious, is it theoretically possible to make a game specific plugin for say Resident Evil 6 so could increase the resolution of the shadow maps?
I had the impression that your AA implementation was far superior to FXAA within the same expense in rendering. It would be great if you had somehow invented a new kind of "downsampling AA" that would crispify edges without the need to render everything at a higher resolution and then downsample.That's one reason. The other is that PXAA and TPXAA are really inordinately expensive. That's perfectly fine if all our GPU is doing is taking a final rendered 720p image from a console and displaying it. Not so much when you try to put it on a 16x or more larger image from downsampling while also, you know, actually having to render the game on that GPU
Definitely. You can do anything, in principle
As for how feasible it is, it could literally be a 3 liner (in addition to the dozen or so lines to set up a plugin), or it could require hundreds of distinct interception cases for shader parameters etc. No way to know without trying.
That's one reason. The other is that PXAA and TPXAA are really inordinately expensive. That's perfectly fine if all our GPU is doing is taking a final rendered 720p image from a console and displaying it. Not so much when you try to put it on a 16x or more larger image from downsampling while also, you know, actually having to render the game on that GPU
Definitely. You can do anything, in principle
As for how feasible it is, it could literally be a 3 liner (in addition to the dozen or so lines to set up a plugin), or it could require hundreds of distinct interception cases for shader parameters etc. No way to know without trying.
That would indeed be great, because I would patent it and get rich as fuck.I had the impression that your AA implementation was far superior to FXAA within the same expense in rendering. It would be great if you had somehow invented a new kind of "downsampling AA" that would crispify edges without the need to render everything at a higher resolution and then downsample.
Wish you could make a separate injector for people who simply want to see how it looks. I noticed that sometimes your AA injection method works better than the vanilla version of those (most notably SMAA), so I always wonder how you're abe to bypass things like HUD elements.That would indeed be great, because I would patent it and get rich as fuck.Free for games on open platforms, license fees up the wazoo on closed ones.
Sadly, it's nothing so grand. It's just a method specifically designed for the case where you have a lot of GPU time per pixel, but no further information than an image, and want to improve aliased edges without any degradation anywhere else.
Guys i was tinkering with the "generic_depth.h" source and noticed that it doesn't have the DOF.h included. Wouldn't it be useful to enable it and recompile the "GeDoSaTo.dll" with it enabled, to allow maybe with some experimentation to enable it in games other than dark souls ii, for example RE5. I don' t know if it is possible as i am not familiar at all with HLSL, ( only just started learning it) only saying it would be great .
It's worth keeping in mind that I believe by default, the GenericDepthPlugin doesn't work out of the box with DoF. I'm not sure it's actually by default supported by it.
It's not... yet. But it shouldn't be hard to reuse the existing DOFBokeh.fx and adapt it accordingly. I'm not a huge fan of DOF though. So if anyone wants to handle it...
You're right I get the same. I'll try to see if I can do something about it (I'm using a build that dates back from 2014/09/18)
EDIT : discussion thread on Github
Need an opinion on this. Any good?
http://screenshotcomparison.com/comparison/96841
That's MSSAO btw, SAO doesn't work with this one either, game crashes on startup. (tried lotsa settings)
//seems that if I enable postprocessing, (MSS)AO won't work at all.
I'm not aware of anything, I'll check this once I get home.A couple months or so back I recommended GDST to someone for taking HUDless screenshots (EDIT: sorry, specifically in Divinity: Original Sin) and they're now reporting back that it doesn't work.
Before I try and troubleshoot it myself, are there any known issues that might have popped up in the last few months to cause compatibility problems between GDST and D:OS?
Glad you got it working ! I was so scared it was a NVIDIA/ATI issue with the shader itself. Wrong nearZ/farZ values should never crash your games. I mean unless you forgot a semi-colon in the shader or somethingBoth SAO and MSSAO work while postprocessing is on now, thanks!![]()
[Asmodean];135464575 said:I've been having some small issues with recent versions. Sometimes when I go to launch the GeDoSaToTool binary, the dialog doesn't open, but the process will run. I then cannot terminate the process by any means, and have to reboot the system to stop it.
When I then go to launch GeDoSaTo next, after this has happened, I'll get some prompt about cleaning a reg entry and closing GeDoSaTo properly.
Has anyone else had this happen?.
Hmm, this is strange. If it's already running, starting it again should put the window into the foreground, and if not it should start normally. I can't really think of anything that would prevent the window from showing :/[Asmodean];135464575 said:I've been having some small issues with recent versions. Sometimes when I go to launch the GeDoSaToTool binary, the dialog doesn't open, but the process will run. I then cannot terminate the process by any means, and have to reboot the system to stop it.
When I then go to launch GeDoSaTo next, after this has happened, I'll get some prompt about cleaning a reg entry and closing GeDoSaTo properly.
Has anyone else had this happen?.
I'm not aware of anything, I'll check this once I get home.
Certainly nothing general is broken, I am currently taking lots of hudless screenshots while playing Wasteland 2.
Edit: just tested in the current build in D:OS, works perfectly:
*img snip*
Quick recommendation, Ctrl + Shift + Escape.
Processes.
right click GeDoSaToTool.exe and end process tree.
That should hopefully kill the process and let you restart it.
Hmm, this is strange. If it's already running, starting it again should put the window into the foreground, and if not it should start normally. I can't really think of anything that would prevent the window from showing :/