Game crashes when alt-tabbing with 0.9. Same for anyone else?
set forced texture filtering to 0
Game crashes when alt-tabbing with 0.9. Same for anyone else?
No you'd have to recompile it from the source, and no one's stepped up because the guy who made the injector has said that 2.7 is way too different and it's too much work. He also has not released his source code so everyone in the blogpost has no idea what to do.
set forced texture filtering to 0
Wonderful. Think I'm going to give up AO to downsample instead, just looks so clean.3840x2160 downscaled to 1920 x 1080
DOF - 810
SMAA - ultra setting
Looks great to me.
I have the internal resolution as 2560x1440 and in-game 1920x1080. I really can't notice a difference with SMAA on or off. Maybe I just don't know what to look for, but it looked really smooth already.
Well, my apologies if I was "being rude". I have this pet peeve with people ignoring me. If I ask a question, I usually expect an answer. I don't see how what I am asking for is a silly request. If I am the only person that would make use of it then yes I am willing to bet it is a silly request. But I highly doubt I am the only person with a monitor + TV setup that doesn't want the taskbar+icons to show up on the secondary display.
Chill out. This guy is doing it all by himself. You think there aren't other people that didn't immediately get their questions answered? Get off that high horse and appreciate what has been done so far.
Well, my apologies if I was "being rude". I have this pet peeve with people ignoring me. If I ask a question, I usually expect an answer.
It's the latest version available from the developer (git revision 80a26e9). Note though that it only uses SMAA1x.Durante question!
Does the SMAA integration use the the 2.6 that the injector uses, or the 2.7 provided by the original developer (the one that contains SMAA S2x and 4x features)?
2.7 apparently also has better performance I hear.
No, it's all directly available from his git repository.Ah. I figured the one we use, which I've read is basically like 1xSMAA, was just like a free version, and the creator kept the better version to himself in hopes of selling it or something.
Changing the keybindings is on my list of things to do.Also Durante, can you remap the button to something else? I use f5 with fraps to take screenshots, I'd like to be able to put it to like, the insert key or something funky.
I think I'll remove that completely for 1.0set forced texture filtering to 0
So Durante will 1.0 bring 60fps?
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If I'm following correctly he said that trying to unlock the frame rate really screws up the 'speed' of the game, making it unplayable. So I think he's no longer pursuing it. Honestly it doest need 60, it's a really smooth 30 in the end.
Someone feel free to correct me if I'm mistaken.
As mentioned by someone earlier, I, too, am getting some banding shadows. Pay attention to the gate - it looks like a diagonal pattern is going across it.
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I'm on a GTX 570 with the latest drivers (301.42). I'm not sure if it's a result of the fix, but I have a feeling it's not. I'm just curious if anyone is having the same issue. I'm running the game at 2560x1440, with DOF at 1080 if that is of any help. AF at default, no SSAO. SMAA at 2.
Can I make a screen cap request please?
I need a shot similar to this but, obviously, in a higher res:
![]()
Just a shot of a "street scene" in Undead Burg looking uphill with the background.
I need it as a reference for a project I'm working on, you'd really be helping out!
Thanks *.*
Will these help? I can get higher res ones if needed or I can reposition myself for a different angle.
http://i.minus.com/imBSg5SJsk8E6.bmp
http://i.minus.com/i9fRQCgWGqBUU.bmp
http://i.minus.com/i1VzjTHn1E7NS.bmp
Why is Chrome prompting me to save those
They're BMPs, since that's what DSFix's screenshot utility outputs presumably.
Will these help? I can get higher res ones if needed or I can reposition myself for a different angle.
http://i.minus.com/imBSg5SJsk8E6.bmp
http://i.minus.com/i9fRQCgWGqBUU.bmp
http://i.minus.com/i1VzjTHn1E7NS.bmp
Holy shit those look good.
How do you get that armor?
Well, I can see that but why would it prompt me to save rather than displaying them
As mentioned by someone earlier, I, too, am getting some banding shadows. Pay attention to the gate - it looks like a diagonal pattern is going across it.
![]()
I'm on a GTX 570 with the latest drivers (301.42). I'm not sure if it's a result of the fix, but I have a feeling it's not. I'm just curious if anyone is having the same issue. I'm running the game at 2560x1440, with DOF at 1080 if that is of any help. AF at default, no SSAO. SMAA at 2.
I think Dark Souls is just rife with ugly banding shadows, to be honest. They're pretty much omnipresent in the outdoor areas of Anor London.
# enables save game backups
# 0 = no backups
# 1 = backups enabled
# backups are stored in the save folder, as "[timestamp]_[original name].bak"
enableBackups 1
# backup interval in seconds (1500 = 25 minutes)
# (minimum setting 600)
backupInterval 1500
# maximum amount of backups, older ones will be deleted
maxBackups 10
Durante, sorry for asking something that's clearly stated in the .ini, but I can't find the backup saves. I've even done a PC wide search for "*.bak" files and nothing shows up :/ (Steam version, Win 7 64 bits here).
How I set the ini, in case I've missed something:
I think I'll remove that completely for 1.0
Thanks, but it seems like it hasn't backed anything up then :/C:\Users\*YOUR USERNAME*\Documents\NBGI\DarkSouls\*YOUR GFWL ID*\
They should be in there along side the regular saves.
I was confused until I realized "NBGI" is "Namco Bandai Games Incorporated".
No, it's all directly available from his git repository.
Wait... I thought the game had like 16x AF by default? It doesn't? If I force it through Inspector, it doesn't have a profile, so which .exe should I use data.exe or darksouls.exe?
I really need to learn how to make a d3d9 injector...I'd love to apply CRT shaders to d3d based emulators (that don't already support such shaders).
Sorry for the ignorance but why?
I remember activating scanline mode on zsnes back in the day and it looked horrible, do you not like the clean look emulators give?
Maybe im not understanding correctly what you want hehe.
Sorry for the ignorance but why?
I remember activating scanline mode on zsnes back in the day and it looked horrible, do you not like the clean look emulators give?
Maybe im not understanding correctly what you want hehe.
Gonna hijack his answer with a reply that points to a previous message of his that explains what he means!
He's talking about the "Natural Vision" shader for emulators:
http://www.neogaf.com/forum/showpost.php?p=40884688&postcount=186
While I think it's mostly good (look at the differences in the flames), I still think it's a bit too blurry (check out the White armored dude. Too blurry!)
Sorry for the ignorance but why?
I remember activating scanline mode on zsnes back in the day and it looked horrible, do you not like the clean look emulators give?
Maybe im not understanding correctly what you want hehe.
raw (native 5:4 aspect ratio):
![]()
blaarg's NTSC shader - RGB setting (4:3 aspect ratio):
![]()
extreme closeup raw:
![]()
extreme closeup NTSC shader (notice how this is far more legible...notice the apparent increase in shadow detail as well):
![]()
Not a released shader, AFAIK, but an impressive work in progress nonetheless:
![]()
raw (notice the dithering):
![]()
Natural Vision shader:
![]()
There are different approaches to CRT shaders. Scaline emulation is only one aspect (one that I don't personally care for).
I don't think a lot of pixel art was meant to be seen in raw form...pixel art was designed with CRTs in mind. Pixel art becomes much more legible once you factor in what a CRT does to an image. Also, the NTSC standard had a big impact on how colors were displayed on a CRT TV...emulators don't take this into account.
Examples:
Final Fantasy VI
Zelda:
Suikoden II:
Last time I checked, Dark Souls is not a 16-bit era game. Off topic much?
Just postprocessing an entire output image is the simplest kind of "injection" (most of the methods aren't really injection, that's the reason for the scare quotes). When I release the DSfix sources it should be possible to get that up and running fairly easily.We're talking about using d3d injection to implement shaders in applications besides Dark Souls. Not quite thread worthy (at least, until we have something to work with)...this seemed like an appropriate place to discuss it, since the means are similar.
Anyways, won't veer off topic further. I'll hold on to my thoughts and work up a proper thread at some point.
Don't be a dick. It made sense in the context of graphics conversation which is related to the mod.Last time I checked, Dark Souls is not a 16-bit era game. Off topic much?
Just postprocessing an entire output image is the simplest kind of "injection" (most of the methods aren't really injection, that's the reason for the scare quotes). When I release the DSfix sources it should be possible to get that up and running fairly easily.