GhostTrick
Banned
So... any idea on how to downsample this game ?
lol thanks
That's what was confusing me, thought the X was ten lol
The in-game library more or less explained it as splitting the difference between "X" (common part of previous GG title names) and "third", as a result of being the third major GG game (so, Xrd).That's what was confusing me, thought the X was ten lol
So... any idea on how to downsample this game ?
You can but it's a little complicated.
You have to set:
forceAlwaysDownsamplingRes true
overrideWidth 1280
overrideHeight 720
Then in game change the resolution to 1280x720, confirm, after the game changes to window mode press alt+enter. it should downsample to the lowest renderResolution in your gedosato setting (default is 3200x1800@60) if you want to downsample to 4k or beyond, you have to disable the lowest resolution in the setting. (just type # in front of the resolution)
Maybe somebody else can find a way to make this a little simpler using different settings, but this works for me.
http://blog.metaclassofnil.com/?p=639
You can set it to use P/K/S etc. in the pause menu.
Ah that's what it was. You can force 16x in the game config file as well, it's set to 4 by default.Okay, forcing anisotropic level in gedosato helps. UI is definitely cleaner. (forceAnisoLevel 16)
Check out the gears in the center of the health bar. Different screenshots but you can tell the difference for sure.
What does GPU usage look like with it enabled? I haven't had any luck at all so far with the UE3 bits I've tried.
SLI Bits: 0x42402005
I also tried 0x080100C5 for the antialiasing bits and even though the GPUs load increased a lot, I honestly couldn't tell if they were working or not.
You're not crazy. Sparse Grid Supersampling does that. It removes the jaggies but it looks blurry as hell. I don't like it.It's definitely doing something. Everything felt just a little more blurred with it on. MAybe I'm crazy.
Is their crossplay? If not, I'm concerned there won't be a sizeable playerbase.
You're not crazy. Sparse Grid Supersampling does that. It removes the jaggies but it looks blurry as hell. I don't like it.
Normal:
Sparse Grid x8:
Always post specs or people won't be able to help you.My laptop is chugging the game what files can alter to fix this issue? The frame rate drops a massive amount
How do I downsample the game?
seriously it's actually disgusting how much infinitely better this game looks vs. any other fighting game on the market, including sf5 and other stuff that's not released yet
Thanks, I'll give it a shot.You need to do a negative LOD adjustment if you're using sparsegrid. -1.00 for 4x, -2.00 for 8x, that fixes the blurriness.
In netplay? That's the delay (lag) between you and your opponent. 1-3 frames is pretty darn solid.What is the framw counter on top right? I always flounder around 1-3 ....is that bad or good?
Time to bring this up again:
Apparently forcing AF to 16 makes it look A LOT better. Also since this is doing well, they'll probably patch in the higher quality ones soonJesus Christ the UI resolution is horrific.
The resolutions options don't make sense either. Why not have Fullscreen as a separate option?
Jesus Christ the UI resolution is horrific.
The resolutions options don't make sense either. Why not have Fullscreen as a separate option?
GeDoSaTo to the rescue. My God, it looks so good.
It's not "locked". It's just the resolution the assets are at, and somehow using a bad filtering choice.So good, I can forgive that the UI is resolution locked lol.
SLI Bits: 0x42402005
I also tried 0x080100C5 for the antialiasing bits and even though the GPUs load increased a lot, I honestly couldn't tell if they were working or not.
It's definitely doing something. Everything felt just a little more blurred with it on. MAybe I'm crazy.
Ans it looks like that anisotropic filtering fix doesn't work unless you're forcing it through Gedosato.
You need to do a negative LOD adjustment if you're using sparsegrid. -1.00 for 4x, -2.00 for 8x, that fixes the blurriness.
You can but it's a little complicated.
You have to set:
forceAlwaysDownsamplingRes true
overrideWidth 1280
overrideHeight 720
Then in game change the resolution to 1280x720, confirm, after the game changes to window mode press alt+enter. it should downsample to the lowest renderResolution in your gedosato setting (default is 3200x1800@60) if you want to downsample to 4k or beyond, you have to disable the lowest resolution in the setting. (just type # in front of the resolution)
Maybe somebody else can find a way to make this a little simpler using different settings, but this works for me.
http://blog.metaclassofnil.com/?p=639
GOD DAMN those screenshots
gedosato's anisotropic filtering was doing that for me so i turned it offI tried using this method but got those weird red lines everywhere.
gedosato's anisotropic filtering was doing that for me so i turned it off
How many characters in this one? From a screen I saw, seemed quite few.
Compare your ini with this one. I was having the same issue (or just replace the entire thing).I tried using this method but got those weird red lines everywhere.
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!
## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)
########################################################################################
# Graphics settings
# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
#renderResolution 3200x1800@60
renderResolution 3840x2160@60
#renderResolution 4480x2520@60
#renderResolution 5120x2880@60
#renderResolution 5760x3240@60
#renderResolution 7680x4320@60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 1920
presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bicubic
# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
# true = pillar/letterboxing
maintainAspectRatio true
# Forces an anisotropic filtering level
# 0 = no override
# N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
# in some games. Outside of special circumstances (e.g. FF13), you should rather use a
# driver-level override.
forceAnisoLevel 16
# Framerate Limiter
# 0 = no limit, N = limit to N FPS; e.g. 125.5 = 125.5 FPS limit
fpsLimit 60
# How much of the FPS limiting to perform predictively at the start of a frame
# higher values decrease input latency when the framerate limiter is running,
# but might lead to framedrops. The maximum useful value is probably around 0.9
# for games with very stable framerates. I'd suggest something like 0.7 for general use
# 0.0 = default, no prediction
fpsPredictiveLimitRatio 0.0
# Whether to use busy waiting or sleeping to enforce FPS limit
# (busy is more exact and reliable but less CPU/energy efficient)
fpsLimitBusy true
########################################################################################
# Compatibility Settings
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes true
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false
# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false
# Loads Steam overlay early
loadSteamOverlayEarly true
# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false
# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 1280
overrideHeight 720
# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0
# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None
########################################################################################
# Windowing settings
# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= fo
rce borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false
# Forces "reaul" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false
########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 3
# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType smaa
## SSAO
# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
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 3
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 2
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF false
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.05
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing false
# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante
## Bloom
# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false
# Adjust the reported client rect when downsampling
modifyGetClientRect true
# Adjust the reported window rect when downsampling
modifyGetWindowRect true
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
# Enable shader tracking
# Turn on only if you want to find a PSHash/VSHash for a game!
trackShaders false
# Number of seconds on-screen messages are displayed for
messageSeconds 10
# The maximum degree of parallelism for screenshot encoding
# N = use up to N worker threads for screenshots
# 0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4
0x080100C5 indeed "works." But, the blurring is insane, and no amount of negative LOD seems to fix it. Didn't I read somewhere a while ago that it's no longer possible to set LOD bias with newer Nvidia drivers? It sure looks like this confirms it.
Compare your ini with this one. I was having the same issue (or just replace the entire thing).
You can absolutely change the bias through nvidia inspector, you just have to make sure you change it from clamp to allow.
But it's possible that these bits are just bad for the game and result in shitty image quality.