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GeDoSaTo - Downsampling from Infinity and Beyond!

Alo81

Low Poly Gynecologist
I was thinking about that but wasn't sure where to start. I'm not entirely sure how the best way to do that would be but I guess even just exposing the input and output RGB values so they could be manually changed would be a start.

That's exactly what I was hoping for/expecting. Front facing RGB values for both so that we can customize them. Just make sure in the instructions it shows what the defaults are so people have an idea of how to to change it for the specific colors.
 

BONKERS

Member
I had a neat idea for AO in DS2: instead of doing the blending in the plug-in, keep the in-game AO option on, suppress the in-game AO rendering and replace the AO buffer with my own. This would make the AO interact correctly with fog like the original AO (which is terribad otherwise) does.

Sadly, I don't have time to implement this right now. Just throwing it out there in case someone feels motivated.

This is actually a really good idea.
 

One3rd

Member
That's exactly what I was hoping for/expecting. Front facing RGB values for both so that we can customize them. Just make sure in the instructions it shows what the defaults are so people have an idea of how to to change it for the specific colors.
Yeah, those values aren't working how I thought they were. Can't seem to seperate the focus color by the RGB values. I think I need to understand how the ColorInput is stored before trying to filter out a specific color.
 

Skyzard

Banned
My screen has a native resolution of 3840x2160 (Asus PB287Q with drivers installed). That's what it's set to in windows as well.

If I leave presentWidth and Height at 0 I get a game resolution of 2560x1440 - not my native resolution as it ought to be. It's downsampling from 3840x2160 (higher works too).

If I change those values to 3840 and 2160, my framerate takes a major hit but the game looks much better.
When it loads, it gives me a repeat line of downsampling from 3840x2160 to 3840x2160 as shown:

w3zlnaG.jpg


That doesn't happen when I leave it at 0, but that's not the actual native resolution?

It's also strange that it would take a performance hit if it was rendering at 3840x2160 originally while downsampling fine...?

I'm using Windows 7 x64 sp1
4770K @ 4.4
780ti sc latest drivers
16GB ram

Thanks, I know Durante would be busy, if anyone else has any ideas too I'd appreciate it!
 

Alo81

Low Poly Gynecologist
My screen has a native resolution of 3840x2160 (Asus PB287Q with drivers installed). That's what it's set to in windows as well.

If I leave presentWidth and Height at 0 I get a game resolution of 2560x1440 - not my native resolution as it ought to be. It's downsampling from 3840x2160 (higher works too).

If I change those values to 3840 and 2160, my framerate takes a major hit but the game looks much better.
When it loads, it gives me a repeat line of downsampling from 3840x2160 to 3840x2160 as shown:

w3zlnaG.jpg


That doesn't happen when I leave it at 0, but that's not the actual native resolution?

It's also strange that it would take a performance hit if it was rendering at 3840x2160 originally while downsampling fine...?

I'm using Windows 7 x64 sp1
4770K @ 4.4
780ti sc latest drivers
16GB ram

Thanks, I know Durante would be busy, if anyone else has any ideas too I'd appreciate it!

Quick note, if you're going to be rendering at 4K and presenting at 4K, you should probably set the scaling to Nearest, not Bilinear. I don't know for certain that it'll actually have an effect, but I remember in the past toggling through scaling methods while at native res and it affecting the clarity, so Nearest is your best bet for native res rendering.
 

BONKERS

Member
I have come to a revelatory discovery...
Not only for the FFXIII plugin, but something that may have solved a problem i've long had.. a solution I didn't even think to try

ibnoDUOaEPvSTb.png


And if you prefer something sharper...
i5wkljqbDYowq.png
 

BONKERS

Member
Quick note, if you're going to be rendering at 4K and presenting at 4K, you should probably set the scaling to Nearest, not Bilinear. I don't know for certain that it'll actually have an effect, but I remember in the past toggling through scaling methods while at native res and it affecting the clarity, so Nearest is your best bet for native res rendering.

Scaling methods in FFXIII, *do* infact affect IQ at native resolution.

Nearest
Bicubic
(Edit: Inverted the links. Each is opposite)

But, also: This is probably one of the few times I praise Lanczos, but Lanczos is the best filter to use at native res IMO.

Nearest is too sharp, which results in more aliasing than in Lanczos.

In order of sharpness to blurry as fuck

Nearest>Lanczos>Bilinear>Bicubic
 

Thorgal

Member
I have a question :

Would it be possible to add a function to GDS that , like FRAPS takes a screenshot every x amount of seconds ?

Bonus if you can still choose which sort of SS you want ( Hudless . Fullres etc )

Would this be possible and would it be hard to implement something like that ?
 

Alo81

Low Poly Gynecologist
Scaling methods in FFXIII, *do* infact affect IQ at native resolution.

Nearest
Bicubic
(Edit: Inverted the links. Each is opposite)

But, also: This is probably one of the few times I praise Lanczos, but Lanczos is the best filter to use at native res IMO.

Nearest is too sharp, which results in more aliasing than in Lanczos.

In order of sharpness to blurry as fuck

Nearest>Lanczos>Bilinear>Bicubic

I think nearest at native res will give the most ACCURATE image, but Lanczos sounds like a reasonable compromise for something too add a bit of blur to soften some aliasing while still being fairly sharp. If you're stick rendering at native res and can't go higher it seems like an understandable compromise one might make.

I have a question :

Would it be possible to add a function to GDS that , like FRAPS takes a screenshot every x amount of seconds ?

Bonus if you can still choose which sort of SS you want ( Hudless . Fullres etc )

Would this be possible and would it be hard to implement something like that ?

.
Hey Durante, you know about the FRAPS option to create an automatic screenshot evey "XX" seconds?

Would this be hard to do for GeDoSaTo?

I really like setting FRAPS to "Take a screenshot every 10 or 20 seconds" sometimes and then just play the game. But FRAPS doesn't capture FXAA or SMAA afaik, but your application can... how hard is it to implement?

This would require some moderate effort, but not too much really. I'll put it on the list. I haven't done any work in GeDoSaTo for a week or two though, and it might still be a while yet -- I'm really busy with "real" work right now.
 

stan81

Neo Member
Hello to all members i just had my account approved for neogaf.
As a regular gedosato user i have to say, it is the best tool i have ever used for making older games and current of course look much better. Thank you Durante for your enormous efforts.

Durante, i would like to ask if there is some generic depth buffer plugin or setting in Gedosato to make it possible to grab the depth buffer and add depth dependent effects like DOF in UE3 games such as Mortal Kombat KE, or you must do some serious HLSL coding for accessing z buffer and adding such effects ?
 
Hello to all members i just had my account approved for neogaf.
As a regular gedosato user i have to say, it is the best tool i have ever used for making older games and current of course look much better. Thank you Durante for your enormous efforts.

Durante, i would like to ask if there is some generic depth buffer plugin or setting in Gedosato to make it possible to grab the depth buffer and add depth dependent effects like DOF in UE3 games such as Mortal Kombat KE, or you must do some serious HLSL coding for accessing z buffer and adding such effects ?

There is a generic depth plugin available in the .ini which allows for AO to be added to some games. It requires a lot of tweaking fo rit to work at all corrently or even look correct.

Bulbotaur has been working on it.
 

Alo81

Low Poly Gynecologist
There is a generic depth plugin available in the .ini which allows for AO to be added to some games. It requires a lot of tweaking fo rit to work at all corrently or even look correct.

Bulbotaur has been working on it.

Its currently implemented to a certain degree. AO would apply in RE5 wheb i tried, but you could ONLY see the AO on white. It looked cool, but wasn't practical to use =p

I think i just configured it wrong though
 

Gvaz

Banned
I can't get fullscreen alt-tabbing to work with ff13

Crashes on alt-tab.

specifically, I alt tab, and it takes control of the mouse in certain situations. I try to go back into the game and it behaves as if it's in the foreground with the music, but nothing happens until it eventually crashes. This is under 8.1 64bit.

trying to force borderless fullscreen does not help
 

astrallite

Neo Member
I noticed that GeDeSato only supports text scaling in direct resolution intervals. If I have the Windows at 100% text scaling, it runs at native res (3840x2160). When I have Windows at 150% scaling, it downsamples (3840x2160 -> 2560x1440 (bilinear)). When I have Windows text scaling at 125%, it just crashes. This is on Windows 7.

On Windows 8.1 it doesn't even give you a percentage, just a sliding bar for text/icon size scaling, so pretty much at any place on the scale the game crashes on load unless I set it to 0% (text and icons are of course, incredibly small on desktop as a result...).
 
Bulbotaur has been working on it.
Yeah Bulbotaur is working on it (I knew I should have picked a fancier nick :] ).

I've been manically tweaking SAO for weeks to get results as close as possible to the original implementation. I think it's getting close to what Bart Wronski did in AC4 now (minus the temporal supersampling of course). I made a quick webm to show it in motion in Dishonored. The encoding sucks this is my first webm, so bear with me.

http://a.pomf.se/mfmsom.webm

EDIT : some shots in HL2, Stalker, Skyrim, Remember Me :

I have some changes in store locally that I haven't committed yet as I don't want to accumulate pull requests. I promised myself to finish all this next week and... do something else finally :)

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...
 

Erehael

Neo Member
I've got some problems getting downsampling to work with Divinity 2 (Developer's Cut).

I've added the game to the white list and the tool reports that it is working when I run Divinity 2. However, the downsampling resolutions are not available in the game's graphics settings.

Is there anything else I need to do to get it to work?
 

robgrab

Member
Anyone? Do I have to put any files in the enslaved folder? I can't choose higher resolutions in the menu but I saw people downsampling the game...

All you have to do is add the line
m_ResolutionValues=3840x2160
or whatever custom resolution you want to
[MonkeyGame.MKGamerProfile] in MonkeyGame.ini to get the added resolution to appear in the menu (otherwise the maximum resolution is 1920x1200). NOTE: Don't change one of the predefined resolutions you MUST add the additional line after
m_ResolutionValues=1920x1200

I just did this myself and it works.

Here's a link to a database where I found this info along with compatibility with a number of other games.
https://docs.google.com/spreadsheet/ccc?key=0AjiEnZ1RzqDMdGdmalZoX25nVUtOT2FOLUw3S0Fzenc&usp=sharing#gid=0
 
Quick question guys-

I selected the Dark Souls 2 profile in GeDoSaTo,I left everything default, except I enabled Depth of Field as it was disabled.

I also left the initial default settings found in "GeDoSaTo" profile, except I put 1920x1080 for the resolution I want to downsample to.

I selected in-game: 3840x2160@60

My FPS is not rock solid 60FPS and honestly I sometimes get random drops like a massive drop and then back again to 60.

This is my system:

i7 5820K@4.3GHZ
GTX 970 SLI
16GB DDR4@2133MHZ
Windows 8.1 Pro

I should be getting better perfomance right? Any ideas? I even selected "prefer maximum perfomance mode" in the Nvidia control panel.
 
I don't remember this happening before (been using GeDoSaTo since 0.5 alpha), but recently Dark Souls II has had an issue where the fade to black overlay that covers the screen when traveling or being summoned is smaller than the screen when downsampling.


Am I crazy? Has this always occurred and I've just noticed it recently?
 

Thrakier

Member
All you have to do is add the line
or whatever custom resolution you want to
[MonkeyGame.MKGamerProfile] in MonkeyGame.ini to get the added resolution to appear in the menu (otherwise the maximum resolution is 1920x1200). NOTE: Don't change one of the predefined resolutions you MUST add the additional line after


I just did this myself and it works.

Here's a link to a database where I found this info along with compatibility with a number of other games.
https://docs.google.com/spreadsheet/ccc?key=0AjiEnZ1RzqDMdGdmalZoX25nVUtOT2FOLUw3S0Fzenc&usp=sharing#gid=0

Thank you very much!
 

robgrab

Member
No problem. Also, if you're having issues with "shadow banding" I found a fix on the Steam forums. Here's an example of what I'm talking about. They're not from the same exact cut scene but you can see the difference.

Shadow banding
15505313206_de30c89c1c_o_d.jpg


Fixed
15505313366_6a9c3575a0_o_d.jpg

PM me if you need that info.
 

Alo81

Low Poly Gynecologist
Quick question guys-

I selected the Dark Souls 2 profile in GeDoSaTo,I left everything default, except I enabled Depth of Field as it was disabled.

I also left the initial default settings found in "GeDoSaTo" profile, except I put 1920x1080 for the resolution I want to downsample to.

I selected in-game: 3840x2160@60

My FPS is not rock solid 60FPS and honestly I sometimes get random drops like a massive drop and then back again to 60.

This is my system:

i7 5820K@4.3GHZ
GTX 970 SLI
16GB DDR4@2133MHZ
Windows 8.1 Pro

I should be getting better perfomance right? Any ideas? I even selected "prefer maximum perfomance mode" in the Nvidia control panel.

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.
 
I have successfully used GeDoSaTo to downsample FFXIV in the past but now it just causes the launcher and client to crash. It crashes immediately the moment I activate or launch GeDoSaTo. Any ideas?

Specs:
Windows 8.1 64, 16 GB RAM, GTX 770 4 GB, i7 4770K
 

BONKERS

Member
No problem. Also, if you're having issues with "shadow banding" I found a fix on the Steam forums. Here's an example of what I'm talking about. They're not from the same exact cut scene but you can see the difference.



PM me if you need that info.

This is a shadow depth bias issue. Or in the cases of some UE3 games, using the incorrect shadow filtering solution will cause it as well.
I have successfully used GeDoSaTo to downsample FFXIV in the past but now it just causes the launcher and client to crash. It crashes immediately the moment I activate or launch GeDoSaTo. Any ideas?

Specs:
Windows 8.1 64, 16 GB RAM, GTX 770 4 GB, i7 4770K

You are probably SOL. It's a game that is constantly updated and they could break it at any time.

You can always use 2x2 driver downsampling+FXAA.
 

robgrab

Member
I'll do a test between multiple shadow depth bias settings to see which one looks best. I think I have mine currently set to 0.100.
 

BONKERS

Member
The one you labeled as fixed looks pretty good as is I think.

With UE3, It always seems like it's impossible to completely fix.
 

robgrab

Member
The game clearly wasn't designed for resolutions over 720p. For instance the textures are among the worst I've ever seen. Thankfully the characters are moderately detailed.
 

BONKERS

Member
Over 720p, or over just the ram limits of the consoles.

Even then, being able to use decent AA and a more stable framerate is enough of an improvement.

As much as I'd wish for further upgrades. 9/10 times it doesn't happen.
 

One3rd

Member
X-men Origins: Wolverine HUD removal.
Code:
injectPSHash c7dccdae

...

This is a shadow depth bias issue. Or in the cases of some UE3 games, using the incorrect shadow filtering solution will cause it as well.

I'll do a test between multiple shadow depth bias settings to see which one looks best. I think I have mine currently set to 0.100.

This is so relevant to the problem I was just having! Is it just these two cvars you guys are talking about or is this just the tip of the iceberg?

Code:
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
 

BONKERS

Member
The depth bias part is correct. By filtering solution, I mean for example

Code:
bEnableVSMShadows=True
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False

Etc.
 

Gvaz

Banned
No problem. Also, if you're having issues with "shadow banding" I found a fix on the Steam forums. Here's an example of what I'm talking about. They're not from the same exact cut scene but you can see the difference.



PM me if you need that info.

What is going on with the textures in the bottom?

It goes from high res and visually porus skin, to flat as fuck low res looking textures
 
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

Corresponding AO map is here. Ironically this is the same AO that went into... AC4 Black Flag :] There is a small minor issue with the top-left HUD in this particular game. Nothing too noticeable. I tweaked SAO so that it can look good even at high resolutions while maintaining solid performance. The "trick" is to work on 1/2 scaled buffers to halve the workload and then naturally upscale it at full res afterwards. But this is all configurable. You could run the effect at 1:1 as well. In fact I just re-used the ssaoScale parameter in the settings. So setting it to 1 will run at 1:1 and 2 at half res. This is what you can expect from the default settings (1/2 scale buffer, 6 samples) for a ~15/20% performance penalty :

http://abload.de/img/screenshot_2014-10-15zukso.png
http://abload.de/img/screenshot_2014-10-15j2j4x.png

I'll commit everything tomorrow. Other than that like I already said each game will need special care and tweaking session. I'll try to document the shader as much as I can by adding comments.
Also had a go at The Witcher 2. This one was a bit trickier to setup. I've got something that looks like a good start. Think I'll let you finish off I had my share of tweaking :]
 

Alo81

Low Poly Gynecologist
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

Corresponding AO map is here. Ironically this is the same AO that went into... AC4 Black Flag :] There is a small minor issue with the top-left HUD in this particular game. Nothing too noticeable. I tweaked SAO so that it can look good even at high resolutions while maintaining solid performance. The "trick" is to work on 1/2 scaled buffers to halve the workload and then naturally upscale it at full res afterwards. But this is all configurable. You could run the effect at 1:1 as well. In fact I just re-used the ssaoScale parameter in the settings. So setting it to 1 will run at 1:1 and 2 at half res. This is what you can expect from the default settings (1/2 scale buffer, 6 samples) for a ~15/20% performance penalty :

http://abload.de/img/screenshot_2014-10-15zukso.png
http://abload.de/img/screenshot_2014-10-15j2j4x.png

I'll commit everything tomorrow. Other than that like I already said each game will need special care and tweaking session. I'll try to document the shader as much as I can by adding comments.
Also had a go at The Witcher 2. This one was a bit trickier to setup. I've got something that looks like a good start. Think I'll let you finish off I had my share of tweaking :]

I tried playing around with using the Generic Depth Plugin to add SAO to RE5 the other day, and in game when AO was enabled it rendered out as just the AO buffer, all white with the AO shading on it.

Could you give some simple instructions on how we're intended to enable the Generic AO to use in games, and what ini to edit to tweak as we need? If it's anything remotely complex I'll add it to the OP as well.
 
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