Вот, что получилось:
Всем привет. Блоггер под ником Durante (этот самый, кто не знает) выпутил кучу фиксов к Dark Souls на PC, после которых было приятно и удобно играть, взялся за Dark Souls 2. Вот ссылка по которой можно скачать альфа версию мода улучшающего графику:
бета
UPD10:http://blog.metaclassofnil.com/?p=567
blog.metaclassofnil.com/?page_id=582 Пост будет обновлятся по мере выхода новых версий
P.S Установка: распоковать архив в папку Game, затем запустить GeDoSaToTool, выбрать белый список и нажать активировать, играть(включить сглаживание.
Мод добавляет:
Не ограниченное разрешение (которое сможет потянуть GPU)
Возможность ставить сглаживание больше 4х
Возможность выбирать метод сглаживания
Возможность выбирать частоту монитора 120 Hz или 144 Hz
VSAO 2 SMAA DoF двойной/тройной Vsync
А также мод заменяющий иконки XBOX на клавиатурные:
www.mediafire.com/download/dtmm33yda72i5tu/kbam_interface_icons_30_1_0c_(1).rar
Установка: 1)должен стоять главный мод в GeDoSaTo.ini измените параметр «enableTextureOverride» на true.
2)в дериктории игры в папке «game» cоздайте папку «Textures» (если ее еще нет).
3)В паке Textures создайте папку «DarkSoulsII» а в ней еще одну папку — «Override».
4)скиньте файлы из архива в папку Override. Файлы должны оказатся вот по такому пути:
SteamLibrary\SteamApps\common\Dark Souls II\Game\textures\DarkSoulsII\Override
5)Запустите GeDoSaToTool.exe, кликните activate и запустите Dark Souls 2
Удаление: удалите файлы мода из папки override.
Лучшие комментарии
Added new HDR bloom & eye adaption effect. Some example screenshots: 1 2 3 4 5. It’s highly configurable in the effect file. Also, it’s not particularly performance intensive, since it does large-scale gaussian blooming on a rendertarget pyramid.
Improved the SSAO smoothing. It now takes relative depth into account, resulting in more detailed SSAO particularly on small features.
Added Asmodean’s postprocessing suite as an option. It’s softer and features cinematic tone-mapping, and gives quite a different result from the profile included previously (which is still the default). Performance is comparable over both options. Default Postprocessing / Asmodean Postprocessing. Of course, both options can be customized in detail.
I’m now distributing the release mode .dll of GeDoSaTo, which could result in a minor performance increase.
For the next version, I’ll focus on polish, adding some small requested features, and getting ready for a source release. In particular, I want to
Create a plug-in system for game-specific code.
Move all DS2 stuff to a DS2 plugin.
Add a “generic” plugin which allows postprocessing and SMAA/FXAA on all games supported by GeDoSaTo.
The first release after open-sourcing the project! There haven’t been any source contributions yet, but at least one person gave me some pointers to issues which need investigation.
I’m very happy with this release, particularly since I managed to fix the alt-tabbing crash bug which has been in GeDoSaTo since day 1 (read more here). But there are lots of other improvements as well, see below.
Changelist:
General:
Fixed Alt-tab crash when downsampling in fullscreen mode (!)
Added IDirect3DSwapChain9 interception (fixes compatibility with some games, e.g. Dragon Age Origins)
Screenshot fallback to full-size if hudless not available
Fixed Z/stencil buffer format detection (fixes e.g. GTA4)
Improved handling of automatically generated z/stencil buffers (don’t duplicate, we don’t need an original-res depth buffer when downsampling)
Generic Plugin:
Store screenshots after AA/postprocessing, not before
Only use float BB if required (should improve AA/post performance on most games)
Added ability to specify a “marker” pixel shader in the configuration, in order to apply AA/postprocessing before HUD rendering and capture hudless screenshots
GeDoSaToTool:
Added ability to edit game profiles using the built-in editor (still need to be created externally)
I guess I will need to create a guide for the new pixel shader marker functionality in the generic plugin. Its goal is to allow everyone to enable postprocessing without affecting the UI and hudless screenshots for every game, simply by editing the config file, without coding a plugin or compiling GeDoSaTo. Currently, I’ve added a config file for Blackguards which uses this feature.
Download GeDoSaTo 0.7 “Seishoujo Sacrifice” here, and I always appreciate any donations made here.
If you find a shader hash and create a config file for a given game, please post it on github, I will then include it in future releases.
I’m rather proud of this release. There have been major changes under the hood, and I’m getting ready to release the source (and hopefully get bugfixes, improvements and plugins from lots of contributors).
First things first, I’ve decided to call this release the first beta. Also, since version numbers are dreadfully boring I’m adopting a new scheme whereby each release version will also have a name, and that name will be the name of an album I was listening to while working on it. This time around it’s “Stranger Than Fiction” by Bad Religion.
Changelist:
General:
Large-scale internal rewrite introducing game-specific plugin system
Moved all Dark Souls 2 specific code to a Dark Souls 2 plugin
Added generic plugin which supports AA and postprocessing in games without a game-specific plugin
Added performance monitoring system (per-frame CPU and GPU timing)
Added per-game settings support
Various bugfixes
Dark Souls 2:
Added option for different types of SSAO blur (the softer and better performing one used pre-0.5, and a fixed version of the sharper one introduced in 0.5)
GeDoSaToTool:
Now start up activated by default
Added Text viewer/editor component for readme viewing and editing setting files (has various text highlighting and autocompletion features)
Fixed black/whitelist handling in some circumstances
Fixed tray icon persistence in case of errors
Here is a screenshot of the new GeDoSaToTool UI:
And here’s what the performance monitor looks like:
In the source screenshot for the image above you can see GeDoSaTo running with SMAA and postprocessing in Ys Origin.
The next steps are writing some developer documentation and a ToDo list, and then getting the source up on GitHub.
Changelist:
General:
Added nearest neighbour scaling option (this is intended to be used for upscampling in retro games, not downsampling)
Added “interceptOnlySystemDlls” option to potentially increase compatibility with 3rd party injectors
Fixed enum ordering in the scaler (should *really* fix Mafia 2)
Fixed overlays/console not rendering in some games
Fixed normal resolution screenshot regression introduced in beta 8
Fixed initialization for games which use automatic depth/stencil generation (e.g. Witcher 1)
Fixed initial render state settings
GeDoSaToTool:
Added option to launch at windows startup
Added command line option for launching minimized
Check for and resolve leftover registry entries on startup
Generic Plugin:
Extended postprocessing/screenshot targeting functionality (can now delay to first draw after marked pixel shader is set)
Basically, this release further improves compatibility, fixes some bugs and increases the functionality of the generic plugin. It also adds some requested useability features to GeDoSaToTool.
Download GeDoSaTo 0.9 “Underground Network” here, and if you want to encourage further work on GeDoSaTo donations are welcome.
There are even more options which can be configured per-game now, so if you find some compatibility settings (or good postprocessing options) for a given game please contribute on github.
Edit: Oh, and yes, Chrome is probably still falsely flagging GeDoSaTo. Take it up with Google, their processes for trying to get this fixed are stupid.
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Changelist:
General:
Added feature to disable HUD (in games with a targeted injection profile)
Added keybinding to toggle through scaling methods
Added option to prevent Steam Overlay loading (thanks GoaLitiuM)
Added “loadD3DEarly” compatibility option
Now possible to list and query readable app name from whitelist
Fixed downsampling with more than 3 levels
Fixed stupid typo preventing games with backbuffer formats other than the default from working correctly (thanks Boulotaur2024)
Fixed crash when framedumping, store framedumps as TGA, create folders for each
Fixed crash with special characters in blacklist/whitelist entries
Fixed “interceptOnlySystemDlls” with nonstandard system paths
GeDoSaToTool:
Can now sort black/whitelists
Fixed working directory when launched at windows startup
Generic Plugin:
Show exe name and (if available) readable name in status display
Added option to target screenshots/postprocessing to specific renderstate changes (“injectRenderstate [state],[value]” — example of use in Ys Origin profile)
Added lots of profiles, thanks to all the contributors