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gedosato's Introduction

GeDoSaTo Developer Readme

General

This file is intended for developers who want to improve GeDoSaTo or use it as a base for other modifications.

If you are interested in creating custom game profiles, an in-depth guide is available here: http://www.pcgamer.com/2014/07/24/how-to-create-sweetfx-style-shaders-that-dont-affect-the-hud-with-durantes-gedosato/

All the source code is released under the conditions of the GPLv3, except for

  • SuperFastHash
  • SMAA and FXAA which have their own licensing terms included.

Requirements & Dependencies

Contributing

The best way to contribute is to send a Github pull request.

If you want to add a major new feature (e.g. DX11 support), I'd appreciate it if you were to contact me before, so that we can discuss the design a bit.

If you want to contribute a game-specific plugin, look at Dark Souls 2 or the generic plugins as examples.

File Overview

General

  • The "pack" folder contains the files for distribution, including end-user documentation, .inis, effects and folders
  • "main.*" includes the main function and a few utilities
  • The "plugins" folder contain game-specific plugin headers and sources (plugin mappings are defined in "plugins.def")

Wrapping

  • The "d3d9*" files implement d3d wrapping
  • "detouring.*" files implement function overriding using the Detours library

Utilities

  • "settings.*" files implement reading settings (defined in settings.def) from .ini files and querying them
  • "key_actions.*" files implement keybindings, together with the Xmacro files "keys.def" and "actions.def"
  • "window_manager.*" files implement window management (e.g. borderless fullscreen)
  • "d3dutil", string_utils" and "utils" contain various utility functions
  • "blacklist.*" manage blacklisting (and whitelisting)

Rendering

  • "RenderstateManager.*" is where most of the magic happens, implements detection and rerouting of the games' rendering pipeline state
  • "SMAA.", "VSSAO." and "GAUSS.*" are effects optionally used during rendering (derive from the base Effect)
  • "Textures.def" is a database of known texture hashes
  • "Shaders.def" is a database of known shader hashes

gedosato's People

Contributors

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gedosato's Issues

intelligent aspect ratio detection and smart pillar or letter boxing

In addition to my request to streamline format in every ini file with addition of multiply resolutions that could be added to game comes another issue:

resolution to downsample to is one and same, but there are many games that require to use different resolution, because some of theme works and looks better in 4:3 (mostly old), some in 16:10 (some new weirdos) and most in 16:9 (but some of them may not like non power of two resolutions

the thing is, despite you can select any actual resolution of rendering that could be listed in different aspect ratios, you still are forced to downsample them to one exact resolution, and in case of resolution overrider we are limited to one, instead of many and it has exact forced aspec ratio which can cause issue with ver or hor stretching in some games that should be played in differen resolutions.

So if we will have render resolution in 16:10 aspect ratio, and present in 16:9 we will have hor stretched image.

I suggest solution like this (please see my request for format streamline first)

instead of writing

presentResolution 1920x1200@60

we could have

presentResolution 0x1200@60
to force H resolution only, and W res should be calculated based on on aspect ratio of current render resolution

or
presentResolution 1920x0@60
to force W in same manner

or
presentResolution 1920x1200@60
we could use that setting not as exact resolution we want to use, but as resolution limits for both H and W and use simple algorith like one bellow to calculate exact resolution to use:

  1. calculate aspect ratio of render resolution by simple W/H so 3200/2000=1.6 and 3200/1800=1.7777777(7)
  2. calculate present W resolution based on present H resolution so 1200_1.6=1920 or 1200_1.7f=2133.3f
  3. if calculated W resolution is higher than one set in ini we shoud use [1] method, if equal or less we should use [2]

[1] calculate present H resolution based on present W resolution so 1920/1.6=1200 or 1920/1.7f=1080 goto 4
[2] use current W round W and find system-present resolution closest to W with same H as we have
(this would be usefull in case of custom resolution, for example i have stupid 16:10 display since most of games designed with 16:9 in mind i but tend to play in custom 16:9 resolutions 1680x944, 1680x945, 1680x946 because some games has poor aspect ratio detection calculation or SSAO or UI scaling arftifacts in case of 945p which is non power of two resolution, also some games detect 944 as 16:9 while others detect 946, so i have 3 of them for various games but mostly play in 945, some other guys could have only 944 or 946 so if our calculations we would have 945 and its not present then we should look for closest resolution we have and use 944 or 946)

  1. If our exact closest resolution is present then we are ok to use it, if not we should fallback to our default present resolution, buuuuuuuut use smart letterboxing or pillarboxing around image with intact aspect ratio using same logic as above (yeah we could have started from this and use only default resolution but that would be lazy way to do things, so we should use this method only in case of lack of smart calculated present resolution, only as backup option).

Letterboxing or pillarboxing should be done like this (im not sure i should explain it to you, but just in case ill do a short version):

If calculated W is higher than present W we should downsample calculated W with maintained aspect ratio to present W and add letterboxes to compensate lack of H space to avoid H stretching

if calculated H is higher than present H we should downsample calculated H with maintained aspect ratio to present H and add pillarboxes to compensate lack of W sapce to avoid W stretching

It would be super easy to implement and would solve aspect ratio issue forever.

Framerate drops and artifacts when using SGSSAA

Edit: I turned off SSAO and it runs at 60fps; the water problem did happen when I went to shrine of Amana (water and godrays completely disappear). HBAO+ might be causing the problem after all. The artifacts are still there (lines that are noticeable in water) though. Also, alt+tab and changing the full screen settings causes the water/shader issue.

Using Nvidia inspector (I used DiabloIII and Demigod flags as the article states) to run SGSSAAx4 (4xmultisamples and 4xSGSSAA), the game runs perfectly on 60fps with AA off; essentially meaning GeDoSato off. When I turn the latter on, the FPS drops to 40-55FPS and I get orange lines around assets/characters; sometimes the water in Majula disappears completely.

I also noticed blurring that was removed after turning Bloom off. Right now, I can either use SGSSAA (awesome results) with AA off, or use AA and restart the game and have drops in FPS. I like the HDR and saturation effects, and I would like to use them in conjunction with SGSSAA since Downsampling destroys framerate and still leaves jaggies and transparent edges.

Could this be a simple performance issue? The AA toggling is obviously a compatibility issue, but I am not sure about the FPS drop, since the game runs fine on 1080p maxed out DkSII and GeDoSato settings (SSAO and SSMAA on ultra).

I've read posts on Neogaf regarding injections and SGSSAA. I've turned AA off in GeDoSato but I am still having the same problems. I am really torn about what to use; downsampling from 4k didn't give me stable 60fps and SGSSAA is only worse when you take screenshots.

Final Fantasy XIV: A Realm Reborn downsampling issues

Hey, I'm trying to use GeDoSaTo 9 Beta with Final Fantasy XIV: A Realm Reborn but with this version I can't get it to run: the game crashes right after the login screen if I enable the default injection method, and if I switch to the alternative one I can play the game but I can't find the new resolution in the settings (LoadAppInit_DLLs key is already set on "1").

The previous version worked more or less fine with the default method, except for an issue that didn't allow me to click on icons after setting the new resolution (2560x1440 or 3840x2160 to 1080p). I had to move the mouse a bit off the hitbox before I could effectively click on any stuff.

Thanks for your attention and keep up the good work, it's an amazing tool!

GeDoSaTo crashes when started offline

When the tool can't connect to the internet, it crashes on startup. I discovered this because I use the whitelist approach for outgoing connections. If I allow GeDoSaToTool.exe to connect, it no longer crashes.

"takeHUDlessScreenshot" issue

Hi!

Using this tool under Borderlands 2:

  • on b10, "takeHUDlessScreenshot VK_DIVIDE" does indeed takes a hudless screenshot when using the 'divide' key
  • on b11, "takeHUDlessScreenshot" does the exact same thing as "takeScreenshot" and takes a screenshot with the hud

Thought X0 was causing the issue and commented the line, but it doesn't help.

Thanks for the great tool btw!

[Dark Souls 2] Borderless fullscreen not working

A few days ago, I did the switch from Beta 8 to Beta 10. Ever since then, borderless fullscreen doesn't work in Dark Souls 2 anymore. In fact, when I tried switching back to Beta 8, it didn't work anymore either. I haven't changed anything in terms of drivers or configuration, at least not to my knowledge.

When I try to start Dark Souls 2 with the borderless fullscreen option, all I get is a white screen that loads endlessly. In the log, there's a bunch of things that look kinda normal, up until a certain point, where this starts:
EnumDisplaySettingsExA .\DISPLAY1 -- 0
-> Fake
EnumDisplaySettingsExA .\DISPLAY1 -- 1
-> Fake
EnumDisplaySettingsExA .\DISPLAY1 -- 2
-> Fake

And continues until the end of the log..

It works fine in other games.

please streamline and update resolution format in ini

Recent updates change resolution format written in ini, now its

renderResolution 3840x2400@60

instead of

renderWidth 3840
renderHeight 2160

not it allows to enable many resolutions as well

i suggest to change present resolution as well as override resolution to same format:

presentResolution 1680x1050@60

overrideResolution 1280x800@60

also its necessary to update all INI presets for newer format

Optional:
also, ini format itself is incorrect which makes gedosato ini files incompatible with any ini editors with syntax highlighting or batch ini editors that could help update all ini files in 1 click (thats actually what i tried to do, wrote batch with use of command line ini editor and it failed due of format)
instead of "space" delimiter there should be "=" everywhere

Also it would be really nice to add sections to ini such as [graphics] [compatibility] [windowing] [processing] [mouse] [texture] [internal] -
names based on comments of sections.

[Dark Souls 2] SSAO 'blocky' artifacts

Edit: Well, this got a lot longer than I intended, sorry!

I've seen this mentioned a few times on the NeoGAF forum (it's been nearly 2 years since I registered and I still can't post there).

When using VSSAO, no matter if on gaussian or sharp, it produces these blocky-like artifacts and completely ruins the image of character models.

Off: http://i.imgur.com/5PeNSAc.jpg
On: http://i.imgur.com/1RuUWyd.jpg

It's not terrible in this scene compared to other screenshots on the GAF forum, but it's still quite noticeable. Here's a good example from the forum: http://www.neogaf.com/forum/showpost.php?p=112563418&postcount=1295

Ontop of that, having SSAO running causes me a massive framerate hit, jumping my GPU usage from 70% to 99% and dropping to 51FPS just in Majula. Even with AA turned off I can't sustain 60FPS at 21:9's 4K equivalent.

I'm not knowledgeable enough in these kinds of things to try tweaking the file myself and seeing if it gets fixed, however, I stumbled across Asmodean's version and when using it the issue did not appear: http://i.imgur.com/qwaoFc9.jpg

Strength is a bit reduced, but at least the artifacting is gone. Also, it hits my framerate less (maybe 5-7%), though I still can't run with it @ 4K 60FPS.

This was supposed to be fixed with v6, and from all reports it seems to be, except for me and a possibly few select others?

Is it because I'm running at 21:9 and the effect is optimized for 16:9? (I actually haven't tried that AR..)


Not relevant to this report, but, the difference between bilinear and bicubic appear to be so small I can barely even notice any change in the image. There also doesn't seem to be a performance difference between them. (At least, in DkS2)

I am not sure why I can't run at 3840x1620 (21:9 '4K') at 60FPS with the options turns on on my GTX 780; the game should perform much better than DkS1 (which I could run at 16:9 4K at 60FPS with SSAO/AA off, on a GTX 670). It seems every option just tanks framerate more and more and more; I really didn't expect such massive hits with bloom (7%), post-processing (13-17%) or even from 'high' SMAA (15-20%). (DoF is completely disabled) Is there some sort of bottleneck somewhere with my system (i7-3770K) or something in the rendering engine?

Also, driver HBAO+ is atrocious, as you've seen. Before, it rendered over UI and only when the UI was visible, now it disappears at random angles and can flicker wildly; also over-darkens in areas with grass (seems common from NVIDIA's AO). I think the game looked better at 1080p with 4xMSAA/2xSGSSAA/Driver AO prior to updates (minus its problems) than with downsampling, but I can't seem to get that working well anymore; AA causes corruption now even with the fix enabled and AO is.. while appears good, has the problems you've seen.

Beyond Good and Evil :SetPixelShader parameter not found

hello,

I want do injectPSHash for toggle hud in Beyond Good and Evil but log file do not contains SetPixelShader parameter. Is possible do toggle HUD from some other parameters? This is first game when SetPixelShader not found.

Guild Wars 2 downsampling not working

Hello,
can´t get downsampling working.
I tried all combinations i found in config files (also with different injector option).
All i got working was shaders, well .. most of them.
When i started game it said downsampling 1 -> 3840 x 2160 to 1920 x 1080 on HUD
Pressed + tell me No downsampling.
When checked forums, there was no mention if someone got it working, so is this game simply incompatible?

Vista support

Asked when it was first released and am still unfortunately waiting all these months later.

If anyone could get Vista support on this tool, the few people still using Vista over 7 would be very, very appreciative.

Risen 1: Cursor stuck in corner

Tried to downsample Risen 1. It's stuck in the "1080p corner", so namely in the upper left quarter at 3840*x. Other issues couldn't be tested since the "accept changes" button can't be hit and the game reverts to 1080p after x seconds. However, it seems to run fine on default settings except for the downsampling, or in other words, the game doesn't break the second GeDoSaTo is involved. (Tested with a savegame shortly after the beginning).

"Unhandled exception" occurring

I get this when clicking "alternative injection" or "start with Windows", or indeed "default injection" assuming I ignore the error. In-game (Divinity: Original Sin) there is no change under any circumstance, presumably as the alternative injection is reportedly required, and/or some facet of this bug is preventing the injection from working as a whole. Running as admin with UAC disabled.

Win7 64, R9 290X, i7-980X.

Whole text of error:
"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Attempted to perform an unauthorized operation."

Payday 2 - brightness/oversaturation issue.

With the last few releases Payday 2 has stared to working with downsampling... kinda.

It seems to suffer from some overbright/gamma/saturation issue :
frontend_downsampled
ingame_downsample

It doesn't seem to be an issue with the post processing as that seems to work fine :
frontend_nopost
frontend_withpost
ingame_post

The 2D parts of the front end look fine when down sampling is in effect.
frontend_menu

I've tried both injection methods in 9, same results in ver 8.

I have methodically tried all options one at a time with no change to the output when down sampling.

Running 337.88 on a 770GTX 4GB, same result with the previous 2 WHQL driver releases.

-Chris.

Mass Effect crashes on random occasions

Hi,

after just finishing Mass Effect I have to note that there were multiple crashes due to rendering errors. They were not reproducible for me and happened at what seemed random occasions.

However I cannot remember any crashes before updating to the version with the Mass Effect config included (this one or the one before...?). It worked fine for me when I only had the mouse options set. So I supect it is this line:
injectPSHash 1c74bcbf

To complete the report: All other settings were on default with no downsampling. I could not save the message text on the crashes as my system was barely reacting at all. I think they were different each time. I'm running Windows 7 x64 with an NVidia graphics card, in case it matters.

I wish I could provide more info. If someone else is playing this maybe he or she can check out the config line I suggested.

Thanks!

LA Noire DX9 crash/possible fix

This is a weird one :

When not downsampling the overlay shows up fine and the game runs flawlessly
When downsampling the game crashes right at launch. Looking at the log, the last function call is 'redirectGetBackBuffer'... (Yes we already talked about that Durante) But the funny thing is that this function is never called when not downsampling. I have no clue why. Makes no sense.

So what I do is not a fix but a workaround, I disable the 'return D3D_OK;' in 'redirectGetBackBuffer' and the game downsamples truely nicely :

http://abload.de/img/screenshot_2014-07-20vkjlq.jpg

I guess you're 100% sure the 'redirectGetBackBuffer' code is ok and works for other games (I haven't seen it called often iirc so I can't tell) ? Maybe the AddRef() needs a Release() somewhere ?

sans titre

So to sum it up : for LA Noire the 'redirectGetBackBuffer' method is only called once at the start of the game -and only when downsampling- and crashes the game. Here is the log file : http://pastebin.com/aMxAWu6y

enableTextureDumping sometimes works

(raising this just in case there's something simple stopping loads more games from dumping textures, or if there's other options for texture dumping/overriding besides the DX method outlined in the readme.)

enableTextureDumping seems to work for a few games but not all, and for some, partially. From what I've tested:

Brutal Legend, Sonic And All Stars Racing Transformed both dump pretty much all textures.

Alan Wake dumps some textures, mostly all UI/360 buttons.

Arkham Asylum, Deus Ex: Human Revolution don't dump any.

Is it a case that unless games use the specified method there's no possible support?

Mouse is off for Deus Ex Human Revolution

The mouse pointer and its real position is off (the real position is "scaled down", I have to move mouse more to the right and to the bottom)
None of the mouse overrides have any effect, except if modifySetCursorPos is set to true, the mouse is restricted to very small square in the top left corner.
My renderResolution is 3200x1800@60
My presentWidth is 1920 and presentHeight is 1200
I have only one display configured (I think the issue was worse when I had 2 monitors setup, while the game was running on primary monitor only).

add renderResolutionScale and overrideResolutionScale

since addition of multiple resolutions list i dont get it, how override resolution will select actual render resolution from entire list???
Maybe there should be scale multiplier for override, something that will take override resolution and multiply it? i.e if we have 1280x720@60 in override then ini setting overrideResolutionScaling=2.4 will make a resolution 3072x1728@60 and 3.2 will make 4096x2304 ?

Also such scaling option could be usefull as extra alternative to exact rresolutions list

it shoud work like this (see my request for ini format streamline and intelligent aspect ratio calculation 1st)

we should use list of render resolutions as normal, but add extra calculated resolutions for all aspect ratios (16:10, 16:9, 4:3, 5:4, 48:9, 48:10 - last two for tripple display setups) based on max W and H i mentioned in intelligent aspect calculation request.

then we should take our

presentResolution 1920x1200
and new line like
presentResolutionScale 2
(could be 2.09 or 6.66 XD anything).

and then just use this multiplier to generate list of available resolutions for every aspect ratio based on max W and H

So such options as above would give us this list of available render resolutions:

3840x2160 (W based) and 4266x2400 ( H based) for 16:9
3840x2400 for 16:10 (only one since present resolution was already 16:10, if only it was 16:9 than only one 16:9 resolution would be present and 2 for 16:10 and others)
3840x2880 ( W based) and 3200x2400 (H based) for 4:3
3840x3072 ( W based) and 3000x2400 (H based) for 5:4

Tripple screen resolutions are easier to calculate just by using already calculated 16:9 and 16:10 and mutliply W by 3, but im not sure if GFX card could render such resolution, maybe this could be future proof and should be only enabled with some extra ini setting like trippleDisplay true:
11520x2160 (W based) and 12798x2400 ( H based) for 16:9
11520x2400 for 16:10 (yet again since 16:10 was our default we have only one resolution here)

But there is a catch - some games like metro last light using maximum available resolution (both H an W) to detect aspect ratio by it so this can screw up aspect ratio if there would be any resolution higher thant latest resolution with ratio of display or desired one, for this case some option like forceMaxResRatio16x9 or forceMaxResRatio16x10 or 4:3 should disable all resolution generated by scale option or entered manually, that goes in H or W beyond highest available resolution in such ratio as setting we force (maybe instead of using hardcoded options it would be wise to use detection of ratio based on option name by generic pattern forceMaxResRatio_x_ ).

[Several games] Can't tab back to the game

When using GeDoSaTo to downscale, if you tab out of the game you can't tab back in. It just shows this at the top-left of the screen: http://i.imgur.com/WYJUQJA.png

Is this something that can be solved?

EDIT: Same issue with Sanctum 2. Here is the end of the 210MB log from Sanctum 2: http://pastebin.com/SkU5rVRy

EDIT2: Here is a list of the games I've tried that has this problem (I will add games as I find them):

Cargo Commander
Europa Universalis IV - Black screen with ingame cursor - end of log: http://pastebin.com/LGR4K293
Mass Effect
Race The Sun - end of log: http://pastebin.com/0vqvhFVt
Sanctum 2 - end of log: http://pastebin.com/SkU5rVRy

Dumping frames crash when !downsampling

sorry I'm too lazy to setup a commit but there is a bug in prePresent :

void RSManager::prePresent(bool doNotFlip) {
    if(dumpingFrame) {
        dumpSurface("framedump_prePresent", backBuffers[0]->getSurf());
        SDLOG(0, "============================================\nFinished dumping frame.\n");
        Settings::get().restoreLogLevel();
        dumpingFrame = false;
    }

This will crash when not downsampling as backBuffers is not initialized, I assume there should be a getBackBuffer() instead
(Code formatting doesn't work on GitHub ?)

Settings not taken into account/reloaded upon Alt-Tab ?

Hey

That's not an issue at all but a question : am I missing something or GeDoSaTo does not reload the settings in GeDoSaTo.ini everytime you alt-tab ? I guess this is intended ? Wouldn't it be more convenient if it did ?

Ah maybe that was to prevent people from switching the DS resolution on-the-fly ?

(I'm asking this because I extended the use of AO to the generic plugin and made AO settings like nearZ and farZ available in GeDoSaTo.ini. And I was wondering why my modifications were ignored everytime I alt-tabbed)

Screenshot is made when starting the game

When I start the game, there's a message that a full resolution screenshot has been taken. A corresponding file is created, which is completely black (probably because the game was black then). I noticed this message just recently after installing GeDoSaTo 0.11, but blank screenshot files have been created for some time and I always wondered how and why they were created.

[Dark Souls 2] Cannot launch game with GeDoSaTo enabled

So, it worked with the last version posted to the blog (release 10? 'poltergeist' I think), which I had configured to run the game in 3840x2160@60 on my 1920x1080@120 monitor; I ran the auto-updater today and now it doesn't work.

When I try to launch the game, the window comes up as normal, pure white, and normally, after a couple of seconds, the game would start to load, but now, nothing happens. I tried this a few times, alt+f4-ing the game (which gives me the Windows 8 "not responding" dialog) each time, and after the third or fourth time, I disabled GeDoSaTo and opened the game (which launched in 1920x1080 windowed, as it was unable to find the configured 3840x resolution), then tried enabling GeDoSaTo, at which point the game crashed -- and took Steam with it!

Steam wouldn't even launch, after that; I had to completely exit GeDoSaTo to launch Steam. I'm not sure what happened, but it was bad; as soon as I launched Steam, the Steam error reporter would come up for a split second and then that would crash out too. Is GeDoSaTo trying to hook into Steam for some reason?

After I got Steam running again, I loaded GeDoSaTo again, and then I set loglevel to "9", and tried to start the game, and let it sit for "a while". I don't know how long, but it wasn't ages; I alt-tabbed to IRC and chatted for no more than 2-3 minutes. (According to the image below, it was indeed 2 minutes.) Finally I closed the game and checked the logs folder only to find this:
hugelog

It's so big I can't even open it. So I tried again, and this time closed the game very fast -- it still generated a 30Mbyte log file, which you can retrieve here: http://www.mediafire.com/view/8wwmzrkzmhs3nty/DarkSoulsII_Sun_Aug_17_02-03-09_2014.log

Sooo, I'm kinda stuck. I did try disabling borderless window, which made no difference.

Game runs fine without GeDoSaTo.

[Dark Souls 2] Custom Textures Not Loading (Non-empirical Solution)

I'm posting this here in case it warrants further research. For a few versions now, I couldn't get custom textures to load in Dark Souls 2, and none of the basic requirements were missing (AA on, GeDoSaTo active, Texture Overwrite on, filepaths correct, properly named textures).

It appears that the cause relates to Auto Detect Best Rendering Settings; setting this to OFF immediately fixed the issue. That said, I wasn't able to reproduce the problem afterwards; I can only speculate why without more thorough testing.

On Windows, Dark Souls 2's graphics config file can be found at <%appdata%/DarkSoulsII> (minus the brackets). and the code in question is line 15 (Auto-detectBestRenderingSetting).

Force texture filtering and any true AA from gedosato

There are many games such as FEAR 2, State of Decay, Resident Evil Revelations, Saints Row 2-4 etc, that has some problems such as some surfaces and espcially UI does not have any texture filtering or some geometry does not have any AA and this looks ugly and sometimes even forcing AA and AF from driver settings applet does not help to fix this.

For example UI of State of decay was designed for 720p resolution, in any other mode alost every UI element looks blocky, same with FEAR 2 and much more games i cant remember at the moment, in any Saints Row close and body changing overlay screens seems to be separate render targets and AA aint applied on them, same happens with RE Revelations 3D map which seems to be rendered in same resolution as on NDS without any AA.

If only Gedosato could force filtering of every texture surface, and force AA in every (or selected with some hashes) render target it would really help to fix such annoying issues.
Som unified method of detection of render targets and forcing their resolution to be rendered in 2x 4x ... 32x resolutions or -2x -4x or exact resolution from config with forced filtering could help, some identification with hashes to include or exclude some specific render targets would help as well.

If such thing would be implemented we could, lets say render UI of State of Decay (not sure if usese separate render target however) in 1280x720p where it works right, and then upscale it with any filtering to actual resolution we use.

Also, while gedosato's primary usage is downsampling, using it as resident that allow to force any selected form of AA and AF for games that does not have AA and AF options would be really awesome feature. I mean right now all we can do - downsample and use SMAA or FXAA, which are not that good for having sharp and clean image, adding option that will allow to request and force any form of AA available to drivers (including TXAA) + some custom combos (i mean combos of MSAA + SSAA such as OGSSAA or SGSSAA) and extra AF would be really nice feature that will turn gedosato into ultimate AA and AF issue solving tool for any game.

[Ambient Occlusion] slight artefacts ?

I noticed the AO looked somewhat "blocky", not detailed enough as if it was upscaled from a lower resolution (it's not dramatically bad but subtle of course -no offense). So I tried to have a look at the normal map and the problem does arise when normals are created from the depth map :

AO : http://abload.de/img/screenshot_2014-08-17cbuw2.png
Normal map : http://abload.de/img/screenshot_2014-08-17zvufv.png

Here is another example in Mafia 2 (using hardware depth but the issue is the same) :
ZBuffer : http://abload.de/img/screenshot_2014-08-16jhu7o.png
Normal map : http://abload.de/img/screenshot_2014-08-16yzuu6.png

See those dots/discontinued lines around the edge ?
I thought at first it was because of a wrong FOV value but after tweaking it to no avail I started investigating a bit more and my guess -its just a guess god I suck at maths- is that it may come from the ddx/ddy operations. Could it be that they create approximations or even errors ? This post seems to explain why (SuperCow's reply) : http://forum.beyond3d.com/showthread.php?t=37614. Yet it seems like ithe right way to do it ! http://www.gamedev.net/topic/512881-normal-from-depth/#entry4340175

So I'm kinda confused as to what to do. I know it happens with HBAO.fx as well. Basically whenever ddx/ddy operations are involved. Think I'll ask for help on Gamedev if we aren't able to find a solution. It's a bit complicated for me anyway :D

EDIT : of course downsampling attenuates the "issue" but it's quite visible at native res

edit: Texture Dump producing glitchy shiny-maps for certain items.

I've been having this problem for a while now and have been searching through the game doing random texture dumps trying to find these "missing" textures but have not found them. These missing textures are the shiny-maps (as I like to call them) for the Syan's armor set, and Velstadt's armor set. (the dark purple version of the texture that's part of the trio of textures [texture, normalmap, shinymap] attached to most items)

The only thing I can think of that the two textures have in common is that they reflect a gold sheen no matter what light is shining on them, unlike most items that reflect the color of the light that is shining on them. (mostly white). Because of this, I am assuming that the texture dump feature is, for some reason, skipping shiny-maps that have this trait (gold reflection).

Has anyone seen one of these textures in a dump before? If so, what Item did you do the texture dump with? and/or how did you fix the issue that causes GeDoSaTo to skip the texture?

Alternative Injection Method not working

LoadAppInit_DLLs is '1' for both the x86 and x64 registry node.

A lot of supported games have been test both in administrator mode and without to no avail.

This has been tested on GeDoSaTo Beta 10, 9 and 8 as well as the latest ( as of this posting ) Github source.

OS is Windows 8.1 x64, GPU driver is 340.52 (nvidia).

This has been tested on 2 other similar system with the same results.

Another test made on an old netbook with a 1st generation ION gpu succeeded immediately.

I mainly need the alternative injection method to work to be able to use GeDoSaTo with DayZ since it is the only supported mode for the game.

Not working as in it not injecting at all - no down-sampling resolutions nor the '+' overlay.

Here is the log for trying it on DayZ

http://pastebin.com/BfNbTYED

Anything else i could try ?

[Dark Souls 2] Opening Steam Overlay Causes Freeze / Crash

I am using the latest Beta 10 version. I have borderless fullscreen and texture override enabled, the rest of the settings are default.

OS: Win7 64-bit
Driver: 340.52

The log references this:

hkIDirect3DSwapChain9::GetPresentParameters
hkIDirect3DSwapChain9::GetPresentParameters
hkIDirect3DSwapChain9::GetPresentParameters

Dark Souls II game-breaking bug

I’ve been having a game-breaking bug with GeDoSaTo ever since I started using it (a few months ago) on Dark Souls II. At random times, but much more often when I have things running in the background (Youtube videos, Twitch Streams), the mod glitches out and switches rapidly between (I’m assuming) the maximum graphical settings the mod is able to do, and then going to absolutely no graphical changes from the base game. This causes the game to go from 60 FPS to 15 FPS in a matter of 10 seconds, so as you can probably assume, it makes the game very hard to play. This “switching” will continue until I quit to the main menu and reload my character (even then it only fixes it about 50% of the time). I am playing with dual monitors, a laptop screen and a monitor.

Here are my specs, if that helps.

Processor
Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz

Video Card 1
Intel(R) HD Graphics 4600

Video Card 2
NVIDIA GeForce GTX 765M

Memory
7.9 GB

Operating System
Microsoft Windows 7 Home Premium Edition Service Pack 1 (build 7601), 64-bit

Please help me fix this bug. When the mod works correctly, which it can for even hours at a time (only when nothing else is running in the background), it is amazing. In fact, I need this mod to even run Dark Souls II due to the terrible PC port (it doesn’t work with dual monitors).

Thanks.

P.S. I have tested it with the newest release, “Poltergeist”, and it still isn’t fixed.

C++ runtime error R6025 upon exit from Dark Souls 2


Microsoft Visual C++ Runtime Library

Runtime Error!

Program: C:\Program Files (x86...

R6025

  • pure virtual function call

OK

when exiting from Dark Souls 2. Not sure if problem from me uninstalling visual studio a while back or something else

Support for DX11 or 64bit games?

Hey PeterTh,

First off, love the work. However, I'm having issues with GeDoSaTo hooking onto games like Titanfall, Battlefield 4 and Bad Company 2 which are either DX11 or 64bit or both. Does GeDoSaTo not yet support these or am I just doing something wrong?

Thanks,

Jake

Could injectDelayAfterDraw delay for specified number of frames?

I don't know how common it is, but Dark Void is giving me headaches the way it handles the HUD stuff, and so far I've collected 5 different hashes that work depending on whether you are flying, flying and getting hit, walking, etc etc.

There's a common hash in all these situations, but to use it, it would have to be delayed by 15 frames (if I counted right).

[Dark Souls 2] The game doesn't start with Gedosato enabled

It happens with 0.9 and 0.10, no matter what settings I choose.

I've got a windows 8.1 64b pc, with a GTX 670 and the last stable nvidia drivers.

Gedosato tool starts without any kind of problem/warning, even when I enable it, but the game itself don't start.

All I get is the white window the game opens at the start then "Dark Souls 2 is not responding". If I disable Gedosato (no need to close it), Dark Souls 2 starts again...

I'm using the steam version, with the first DLC (It shouldn't matter, but who knows...).

I'm at work so I can't give more details right now, but tell me what information could be needed, I'll put it here as soon as I can.

Divinity: Original Sin - Mouse Position Broken.

When using GeDoSaTo with Divinity: Original Sin, the position of the mouse is way off. Even when using the mouse correction options in the GeDoSaTo settings it still doesn't fix it or make it any better.
Was hoping that this can maybe fixed or tweaked to work with the game.

The mouse did work ok with earlier versions of the game when using GeDoSaTo, but they must of changed something with the last few patches for the game because the mouse position has been way off since.

Steam big picture mode freezes when Gedosato is active

Despite all steam exes are added to blacklist and gedosato is set to white list mode for some reason it hooks steam and steam hangs right after login screen in Big Picture mode.

I combination of gedosato and steam both set to launch at windows start this combo i really disasterous.

I think gedosato should not even try to hook any process beyond those, listed in in whitelist, but for some reason it does.

[Vampire: The Masquerade - Bloodlines] Tiny screen when downsampling?

Just wanted to report that in Vampire: The Masquerade - Bloodlines, when I use the downsampling feature in the Beta 9 Release, the initial screen (New Game, Load Game, etc.) and the HUD are all "rendered" in 1920x1080 but on a 5760x3240 screen; I'm not sure if I'm saying that right but screenshots are attached. This happens when downsampling from any resolution. The game itself benefits from downsampling (I think), but the HUD overlay does not.

Edit: It seems like downsampling doesn't affect the game itself? Here are some screenshots to illustrate:

I should mention that I can't choose the proper resolution through the Video Settings when it's in this state. I imagine that if I could, it would resolve the issue. But for some reason, when I get to the dropdown, it doesn't have 5760x3240 as an option -- just 1920x1080.

If there's an easy fix for this, I'd love to hear it; otherwise, I'll stick with my video card's 2560x1440 custom resolution. With that said, this tool has made older games playable for me and newer games even better-looking. Thanks for all that you've done and are continuing to do.

vampire the masquerade bloodlines - starting screen
vampire the masquerade bloodlines - hud overlay

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