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Dark Souls internal rendering resolution fix (DSfix)

Jubbly

Member
The new IGN review links to Durante's "hotpix", but ends with this bizarre statement:

The need for a pad mires an otherwise perfect port. This is Dark Souls, coming at us larger and more intimidating than ever. A dungeon crawler that understands that the crawling, the exploration, is as important as the combat. An action game that dares to teach us patience, and caution. A video game with respect for the player, that dares us to be an actual hero. Not once when you die does Dark Souls help you back up, not once does it let up in its astonishing quality or turn to padding, and not once do the ideas stop coming. Buy it.

9 - Presentation

Minimalist design conceals a well of creativity. Behind every closed door are talented writers, voice actors and artists to bringing their imaginations to bear.

8 - Graphics

At the PC's higher resolutions, Dark Souls has plenty of jaw-dropping vistas. Mostly, though, you'll be ogling the art direction.

8 - Sound

Dark Souls' audio works smarter, not harder. Creature groans and ambient SFX are all slightly skewed and unsettling, and you live in fear of the music kicking in.

10 - Gameplay

An expedition into the heart of darkness that teaches tactics, practicality and forward-planning, but most hearteningly, teaches at all.

9 - Lasting Appeal

In just the game itself and bonus content, you're looking at 50 hours. Want to get every weapon, or become an online champion? Double that.

9 - Overall

Amazing
 
OK, so I finally set Dark Souls up (without Durante's fix) after all.

Disabled Optimus altogether, added Steam.exe and DarkSouls.exe to the dedicated GPU, installed the latest nVidia beta driver and now the game uses the GT555M and runs at constant 30FPS (1920x1080) with a 2-second dip to 23 FPS whenever I light a bonfire. As it is (with the internal resolution thing), the game looks playable and OK to me considering my hardware - it's not visually perfect obviously, but bearable and far better than my PS3 version.

Any tips and supplementary stuff I should do if I decide to apply Durante's fix again? Did it yesterday but the GT555M somehow could not handle it and the FPS dropped to painful levels even when playing at 1600x900.
 

pa22word

Member
Someone over on the steam forums posted a workaround that alleviates some of the truly mind boggling issues with the mouse controls in the game:

http://forums.steampowered.com/forums/showthread.php?t=2910072


Haven't tried it yet, but sounds promising.


Yeah, I suppose it could be tolerable with good mapping but the screen prompts only show 360 controller buttons and the mouse acceleration is whack.


Not just that, but the camera actually follows the mouse cursor instead of reacting to its movement and I can not fathom why they thought this was a good idea as opposed to allowing traditional freelook .
 

Jubbly

Member
OK, so I finally set Dark Souls up (without Durante's fix) after all.

Disabled Optimus altogether, added Steam.exe and DarkSouls.exe to the dedicated GPU, installed the latest nVidia beta driver and now the game uses the GT555M and runs at constant 30FPS (1920x1080) with a 2-second dip to 23 FPS whenever I light a bonfire. As it is (with the internal resolution thing), the game looks playable and OK to me considering my hardware - it's not visually perfect obviously, but bearable and far better than my PS3 version.

Any tips and supplementary stuff I should do if I decide to apply Durante's fix again? Did it yesterday but the GT555M somehow could not handle it and the FPS dropped to painful levels even when playing at 1600x900.

Unless Nvidia makes changes to the Optimus software it's unlikely that Durante's mod will ever work at a good clip on your laptop.
 

IronRinn

Member
Congrats Durante. That took way longer than it should have.

I want to thank the people who suggested looking at the power management options in regards to the low frame rate I was getting with my 670. Switching from "Adaptive" to "Prefer Maximum Performance" cleared up the issue completely. Now running at 3840 x 2160 with DOF set at 2160 with barely a hitch. The framerate still dips at some bonfires, especially the first one after the Undead Asylum where it drops to 15 sometimes, but overall I'm getting a nearly constant 30. If you are having issues this is probably the first place you should look.
 

wutwutwut

Member
The thing, though, is that if:
(a) you install Durante's mod
(b) you have an Xbox controller
(c) you don't have an Optimus laptop

the port is actually really great. Rock-solid, stable, hasn't crashed on me once. GFWL basically seems to get out of the way, though obviously Steamworks would have been better. The three caveats are big ones, but if they don't apply to you then this is by far the best version of the game.
 
The thing, though, is that if:
(a) you install Durante's mod
(b) you have an Xbox controller
(c) you don't have an Optimus laptop

the port is actually really great. Rock-solid, stable, hasn't crashed on me once. GFWL basically seems to get out of the way, though obviously Steamworks would have been better. The three caveats are big ones, but if they don't apply to you then this is by far the best version of the game.

I've had no crashes and no GFWL issues but many of us have had peculiar performance issues, while the game only uses a tiny fraction of the available resources, on very high end machines.
 
Someone over on the steam forums posted a workaround that alleviates some of the truly mind boggling issues with the mouse controls in the game:

http://forums.steampowered.com/forums/showthread.php?t=2910072


Haven't tried it yet, but sounds promising.





Not just that, but the camera actually follows the mouse cursor instead of reacting to its movement and I can not fathom why they thought this was a good idea as opposed to allowing traditional freelook .

Fans are truly fixing this game.
 
Would it be possible to adjust the HUD so its closer to the edge of the screen? It's currently very safe zone'd.

I have been following development of the Flawless widescreen tool, he seems to have been able to size the HUD down but he cant figure out how to move it, I think he gave up on it.

Hopefully Durante can come up with something, would be amazing. Downsize it and move it.
 

Corky

Nine out of ten orphans can't tell the difference.
Haha, s'all good. I'll go for a smaller HUD ;)

Oooh that would be godlike, I'd kill for a small hud mode. Don't know how difficult it would be to resize / adjust the ui elements, hopefully not too difficult.
 

Iztli

Member
Forgive me if this isnt the proper thread to ask this but will my pc handle this game properly?


AMD 955 3.2
570 gtx
8 gigs ram
 

Durante

Member
HUD is pretty high on my list of things to do next, I can't promise anything though.

For now, version 0.7 adds save game backups and intro skipping (the latter is batshit crazy, so use only if you are really impatient!).
 
For now, version 0.7 adds save game backups and intro skipping (the latter is batshit crazy, so use only if you are really impatient!).

These functions are still being performed in a D3D wrapper? o_O

Any problems getting flagged by GFWL using these? I have to admit this gives me pause since it seems very out of scope for a graphics patch.
 
What makes skipping the intros so unstable?

Edit: OH FUCK THE FRAMERATE

If you want to experience Dark Souls with an uncapped framerate then try the intro skipping option! I was able to rotate the camera extremely fast before it told me my framerate was insufficient and booted me to the menu.
 

efyu_lemonardo

May I have a cookie?
does the game perform at an acceptable level on pc yet? In terms of resolution and iq?

Also, how performance intensive is it with the patch applied?

I was going to buy this at launch, but apparently steam doesn't have it in my region. I'm wondering if it's worth the trouble to get someone from the US to purchase and gift it to me in exchange for cash.

my specs:
Windows 7 64
core i7 720 qm (1.6-2.8 Mhz quad core)
8 GB ddr3 @ 1333 Mhz
Geforce GTS 360M - 550 Mhz Core, 1323 Mhz Shaders
w/1 GB gddr5 @ 1800 Mhz
 

TheExodu5

Banned
I find it absolutely incredible that you can implement a save-backup feature using DirectX injection. How does this work, exactly? I thought the main idea behind your fixes is that they intercepted calls to the DirectX API? Does the DirectX API actually have game save functionality?
 

Durante

Member
These functions are still being performed in a D3D wrapper? o_O
Not really.

I find it absolutely incredible that you can implement a save-backup feature using DirectX injection. How does this work, exactly? I thought the main idea behind your fixes is that they intercepted calls to the DirectX API? Does the DirectX API actually have game save functionality?
It's not so complicated. At startup, I register a callback that checks every time interval whether it should make a new backup, and simply copies the save file. It's a wrapper, but it can contain any code.

What are you doing? Increasing the framerate by some crazy amount until the intros go away?
I tell the game that time is passing 100 times as fast as it actually is, during the intro. The hardest part is detecting reliably when the intro starts and ends.

Edit: OH FUCK THE FRAMERATE

If you want to experience Dark Souls with an uncapped framerate then try the intro skipping option! I was able to rotate the camera extremely fast before it told me my framerate was insufficient and booted me to the menu.
And that's what happens when it doesn't detect the end of the intro correctly.
 
What makes skipping the intros so unstable?

Edit: OH FUCK THE FRAMERATE

If you want to experience Dark Souls with an uncapped framerate then try the intro skipping option! I was able to rotate the camera extremely fast before it told me my framerate was insufficient and booted me to the menu.

Do I need to press a button? It's not doing anything for me.
 

wutwutwut

Member
I find it absolutely incredible that you can implement a save-backup feature using DirectX injection. How does this work, exactly? I thought the main idea behind your fixes is that they intercepted calls to the DirectX API? Does the DirectX API actually have game save functionality?
The moment a process loads your DLL you can do anything you like in it. Typically it's used for initialization, but you can literally do whatever you want. It can even be a security vulnerability in a bunch of cases -- see binary planting.
 
Thanks for the new fix.

Save game backup is a God send, im already using Game Save manager but it is a pain the ass to open all the time and run it, and usually I just forget.
 

Sullichin

Member
Intro skip also doesn't seem to have any affect for me (Windows 7/i5 2500k/HD7870). I disabled it for now. Save backups are nice because I'm always Alt+F4ng out of the game like an idiot. Thanks again Durante
 
Skip intro doesn't skip the logos for me either. No effect on framerate too.

My PC disappointingly didn't go up in flames either. :(
 
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