There seem to be quite a few people reporting that VSSAO doesn't work at all with 0.3 - is this widespread or is it just affecting a few people? What's the commonality? Anyone with an Nvidia card find it's not working? I'd quite like to have VSSAO working in my game, having to make do with the default at the minute. There's not really a good way to find this out other than a load of boring 'works for me, my specs are.../doesn't work for me, my specs are' type posts.
So I'll start:
Doesn't work for me, my specs are: ASUS Radeon 6950 on the latest 14.4 WHQL drivers, 16:10 monitor (1680 x1050).
I have a "way out there" idea about the issue. Zenball, or anyone suffering from it, can you try running the game at 1280x720 fullscreen and see if you get AO?
I have a "way out there" idea about the issue. Zenball, or anyone suffering from it, can you try running the game at 1280x720 fullscreen and see if you get AO?.
I achieved asimilar effect by fixing (or at least improving) the linearization of the depth.
I think keeping it is the best choice, it should actually speed things up (skipping all that sampling for sky box pixels).
I didn't go as far as you did though. I had it similar to that, but I realized that even though it makes not the least physical sense I actually prefer the way the game looks if the AO radius slightly increases with depth. Go figure.[Asmodean];109983328 said:Nice, I look forward to seeing it.
As I thought.
Probably everyone suffering from the issue was using a non-16:9 resolution. Will be fixed in the next version.
I didn't go as far as you did though. I had it similar to that, but I realized that even though it makes not the least physical sense I actually prefer the way the game looks if the AO radius slightly increases with depth. Go figure.
I didn't go as far as you did though. I had it similar to that, but I realized that even though it makes not the least physical sense I actually prefer the way the game looks if the AO radius slightly increases with depth. Go figure.
As a workaround until the next version you could just set a 16:9 resolution in-game (and set your GPU or monitor scaling settings so that it doesn't stretch).I'm on 16:10 too, for the record.
Absolutely, but I noticed that I prefer a smaller sampling radius on the character, to show more detail with the equipment (e.g. bags, belts, etc), and a larger sampling radius further away for the level geometry. I couldn't really get that with completely linear depth. As you say, much of this is personal preference.[Asmodean];109985311 said:Well, of course those screens I posted were just of my own personal preference in radius. That's only for the sampling radius though. You can still use aoRadiusMultiplier etc, to increase it to your liking.
Makes sense, thanks for answering my weird questions.Yes, there would besome minor benefits, but not nearly enough to justify the huge amount of work for almost the same end result.
Not really, the old method works for those two games. It's just much more important for a generic tool.
As a workaround until the next version you could just set a 16:9 resolution in-game (and set your GPU or monitor scaling settings so that it doesn't stretch).
I didn't go as far as you did though. I had it similar to that, but I realized that even though it makes not the least physical sense I actually prefer the way the game looks if the AO radius slightly increases with depth. Go figure.
Hey Asmodean, will you release your version of AO? I'm really digging your screens up there.
By the way, this is roughly how I have the AO set up currently (ignore the alpha blended effects like signs and bloodstains, those aren't part of the AO):
http://abload.de/img/aojso4s.jpg
I'm very happy with it. There's detailing on the character models but the level stuff is more ambient-y than drop shadow-y. Those are the technical terms, by the way.
As I thought.
Probably everyone suffering from the issue was using a non-16:9 resolution. Will be fixed in the next version.
I didn't go as far as you did though. I had it similar to that, but I realized that even though it makes not the least physical sense I actually prefer the way the game looks if the AO radius slightly increases with depth. Go figure.
You can't hold 60 fps and those games use double buffered vsync which then drops you down to 30 fps.Why does it cap my fps to 30 in some games (Lego:LOTR, Amazing Spider-man 3)?
Set vsync on -1 in gedosato and it runs smoothly on 60fps. Weird. Some games also show black screen to me, though.You can't hold 60 fps and those games use double buffered vsync which then drops you down to 30 fps.
3360x2100 -> 1680x1050 (bicubic) said:
Child of Light works fine.
Did it show up as a selectable resolution in game for you? I had to alter the config file to get it to work for me.
Yeah, all I did was modify the rendering resolution in the ini and it showed up just fine.
[Asmodean];109994266 said:You can get it here. If you want to try it out.
I use ssaoStrength 3 myself. So keeping that in mind. The strength of it, has been balanced around strength preset 3.
#Edit: Reuploaded that file, with a few tweaks to distance/strength.
[Asmodean];109994266 said:You can get it here. If you want to try it out.
I use ssaoStrength 3 myself. So keeping that in mind. The strength of it, has been balanced around strength preset 3.
#Edit: Reuploaded that file, with a few tweaks to distance/strength.
All those white SSAO pics reminds me a lot how Shaded Woods look like with SSAO enabled.
That's been fixed for a while, I thought.
So this seems like a good place to ask. Mainly asking this with regards to Dark Souls 2, but in general, what's the better IQ scenario?
1440p and Default AA (FFAA)
or
1080p and SGSSAA x2
Able to get 60fps around 99% of the time with 1080p/SGSSAAx2, but at 1440p I typically get mid 40's using SGSSAA x2 with WickfutENB/HBAO.
Well, it still looks kind of crazy with 0.3 alpha. Maybe it looked even crazier earlier.
Sorry I should I have noted that I'm not using GeDoSaTo with my WickfutENB currently. The lighting advantages it gives make the game look too nice to not use.
Looking Glass Knight Boss with WickfutENB
I'm still using Nvidia Inspector for AA from Durantes guide.
http://www.pcgamer.com/2014/04/21/dark-souls-2-pc-tweaking-guide/
So I've tried for 2 hours and I can't get this to work.
When do I "activate" it? Before or during I have DS2 running? Windows + G? Nothing happens.
edit: Now it says "Could not register global hotkey"
So I've tried for 2 hours and I can't get this to work.
When do I "activate" it? Before or during I have DS2 running? Windows + G? Nothing happens.
edit: Now it says "Could not register global hotkey"
Great.Child of Light works fine.
That issue should be completely fixed. Are you sure you tested after 0.3? Sadly I don't have access to that are yet.Well, it still looks kind of crazy with 0.3 alpha. Maybe it looked even crazier earlier.
Run GeDoSaTo tool first, press "Activate."
Run DS2. Set in game res to whatever you told GeDoSaTo to use. Turn on in-game effects.
Done.
Sorry I should I have noted that I'm not using GeDoSaTo with my WickfutENB currently. The lighting advantages it gives make the game look too nice to not use.
Looking Glass Knight Boss with WickfutENB
I'm still using Nvidia Inspector for AA from Durantes guide.
http://www.pcgamer.com/2014/04/21/dark-souls-2-pc-tweaking-guide/
Sorry I should I have noted that I'm not using GeDoSaTo with my WickfutENB currently. The lighting advantages it gives make the game look too nice to not use.
Looking Glass Knight Boss with WickfutENB
I'm still using Nvidia Inspector for AA from Durantes guide.
http://www.pcgamer.com/2014/04/21/dark-souls-2-pc-tweaking-guide/