T
txcLOL
Gast
wiki's:
http://darksouls2.wikidot.com/
http://darksouls2.wiki.fextralife.com/Dark+Souls+2+Wiki
character planner:
http://mugenmonkey.com/darksouls2/
Grafikmods & Downsampling:
GeDoSaTo by Durante
NVIDIA AA & AO Tipps
-------
Meine GeDoSaTo Settings
Dies sind meine Downsampling Settings, welche mir am besten gefallen bzw. zu meiner Hardware passen. Ihr könnt es gern anschalten und selbst rumtesten. Auch für AO gilt, probiert rum und nutzt das, was euch am besten gefällt. Sollte ihr eine NVIDIA Karte haben, könnt ihr auch HBAO+ nutzen.
Der erste Wert (1080p/1440p) stell immer eure native Auflösung dar, der zweite Wert ist die render resolution von der downsampled werden soll.
WICHTIG: Deaktiviert euer Steam Overlay, da derzeit noch ein Bug existiert und euer Bild weiß wird. Außerdem kann es zum crash von Dark Souls 2 kommen, wenn ihr downsampled und via Alt aus dem Game tabt. Als workaround hier einfach das Game in die native Auflüsung oder windowed Mode stellen und dann raustabn.
Wenn ihr das ingame AA deaktiviert verliert ihr alle Effekt bis auf das Downsampling ansich.
1080p -> 2560x1440 / SMAA off
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 2560
renderHeight 1440
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 1920
presentHeight 1080
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 2560
renderHeight 1440
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 1920
presentHeight 1080
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
1080p -> 3840x2160 / SMAA off
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 3840
renderHeight 2160
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 1920
presentHeight 1080
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 3840
renderHeight 2160
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 1920
presentHeight 1080
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
1440p -> 3840x2160 / SMAA off
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 3840
renderHeight 2160
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 2560
presentHeight 1440
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 3840
renderHeight 2160
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 2560
presentHeight 1440
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
1440p -> 7680x4320 / SMAA off (entsprechende Hardware + VRAM nötig)
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 7680
renderHeight 4320
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 2560
presentHeight 1440
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
# read them before changing anything!
########################################################################################
# Internal settings
# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0
########################################################################################
# Graphics settings
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
renderWidth 7680
renderHeight 4320
#renderWidth 2560
#renderHeight 1440
#renderWidth 3200
#renderHeight 1800
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 2560
presentHeight 1440
#presentWidth 1920
#presentHeight 1080
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval -1
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bicubic
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
########################################################################################
# Dark Souls 2 settings
# SMAA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 0
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 1
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Enable Bokeh Depth of Field
# false = off
# true = on
# WARNING: high performance impact
enableDoF false
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.5)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.0
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx"
enablePostprocessing true
########################################################################################
# Texture settings
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
-------
Meine Post/SweetFX Settings:
Beachtet: Das sind meine bisherigen Settings, welche mir subjektiv am besten gefallen. Gerade bei den Sweet/PostFX Settings kann es hier komplett unterschiedliche Geschmäcker geben. Also nur ein Vorschlag von meiner Seite. Auf die Unterschiede von vanilla DS zu postFX DS am besten zusehen, deaktiviert/Aktiviert einfach ingame das AA. Das AA muss aktiviert sein, wenn ihr die Sweet/PostFX Settings nutzen wollt.
Die entsprechende Datei findet ihr unter: GeDoSaTo/assets/post.fx (ihr müsst dazu postprocessing in der .ini aktiviert haben)
// Post processing effect file
// most shader code taken from SweetFX 1.5
// -------------------- Settings -----------------------------------------------
// Set to 1 for ON or 0 for OFF
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen
#define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
// Bloom settings
#define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 // [0.00 to 8.00] Strength of the bloom
#define BloomWidth 0.0142 // [0.00 to 1.00] Width of the bloom
// HDR settings
#define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
// LumaSharpen settings
#define sharp_strength 0.14 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [0.00 to 1.00] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
// Vibrance settings
#define Vibrance 0.3 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(0.3, 0.4, 0.5) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
// -------------------- Interface -----------------------------------------------
texture2D thisframeTex;
static float2 rcpres = PIXEL_SIZE;
sampler s0 = sampler_state
{
texture = <thisframeTex>;
AddressU = CLAMP;
AddressV = CLAMP;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
SRGBTexture = 1;
};
struct VSOUT
{
float4 vertPos : POSITION;
float2 UVCoord : TEXCOORD0;
};
struct VSIN
{
float4 vertPos : POSITION0;
float2 UVCoord : TEXCOORD0;
};
VSOUT FrameVS(VSIN IN)
{
VSOUT OUT;
OUT.vertPos = IN.vertPos;
OUT.UVCoord = IN.UVCoord;
return OUT;
}
// -------------------- Effects -----------------------------------------------
#include "LumaSharpen.h"
// -------------------- Bloom -----------------------------------------------
float4 BloomPass(float4 ColorInput2, float2 Tex)
{
float3 BlurColor2 = 0;
float3 Blurtemp = 0;
float MaxDistance = 8*BloomWidth;
float CurDistance = 0;
float Samplecount = 25.0;
float2 blurtempvalue = Tex * rcpres * BloomWidth;
float2 BloomSample = float2(2.5,-2.5);
float2 BloomSampleValue;
for(BloomSample.x = (2.5); BloomSample.x > -2.0; BloomSample.x = BloomSample.x - 1.0) // runs 5 times
{
BloomSampleValue.x = BloomSample.x * blurtempvalue.x;
float2 distancetemp = BloomSample.x * BloomSample.x * BloomWidth;
for(BloomSample.y = (- 2.5); BloomSample.y < 2.0; BloomSample.y = BloomSample.y + 1.0) // runs 5 ( * 5) times
{
distancetemp.y = BloomSample.y * BloomSample.y;
CurDistance = (distancetemp.y * BloomWidth) + distancetemp.x;
BloomSampleValue.y = BloomSample.y * blurtempvalue.y;
Blurtemp.rgb = tex2D(s0, float2(Tex + BloomSampleValue)).rgb;
BlurColor2.rgb += lerp(Blurtemp.rgb,ColorInput2.rgb, sqrt(CurDistance / MaxDistance));
}
}
BlurColor2.rgb = (BlurColor2.rgb / (Samplecount - (BloomPower - BloomThreshold*5)));
float Bloomamount = (dot(ColorInput2.rgb,float3(0.299f, 0.587f, 0.114f)));
float3 BlurColor = BlurColor2.rgb * (BloomPower + 4.0);
ColorInput2.rgb = lerp(ColorInput2.rgb,BlurColor.rgb, Bloomamount);
return saturate(ColorInput2);
}
// -------------------- HDR -----------------------------------------------
float4 HDRPass(float4 colorInput, float2 Tex)
{
float3 c_center = tex2D(s0, Tex).rgb;
float radius1 = 0.793;
float3 bloom_sum1 = tex2D(s0, Tex + float2(1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, -2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, 2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-2.5, 0) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(2.5, 0) * radius1).rgb;
bloom_sum1 *= 0.005;
float3 bloom_sum2 = tex2D(s0, Tex + float2(1.5, -1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(1.5, 1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, -2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, 2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-2.5, 0) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(2.5, 0) * radius2).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
float3 HDR = (c_center + (bloom_sum2 - bloom_sum1)) * dist;
float3 blend = HDR + colorInput.rgb;
colorInput.rgb = HDR + pow(blend, HDRPower); // pow - don't use fractions for HDRpower
return saturate(colorInput);
}
// -------------------- Vibrance -----------------------------------------------
float4 VibrancePass(float4 colorInput)
{
#define Vibrance_coeff float3(Vibrance_RGB_balance * Vibrance)
float4 color = colorInput; //original input color
float3 lumCoeff = float3(0.212656, 0.715158, 0.072186); //Values to calculate luma with
float luma = dot(lumCoeff, color.rgb); //calculate luma (grey)
float max_color = max(colorInput.r, max(colorInput.g,colorInput.b)); //Find the strongest color
float min_color = min(colorInput.r, min(colorInput.g,colorInput.b)); //Find the weakest color
float color_saturation = max_color - min_color; //The difference between the two is the saturation
color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance_coeff * (1.0 - (sign(Vibrance_coeff) * color_saturation)))));
return color;
}
// -------------------- Main -----------------------------------------------
float4 postProcessing(VSOUT IN) : COLOR0
{
float2 tex = IN.UVCoord;
float4 c0 = tex2D(s0, tex);
#if (USE_BLOOM == 1)
c0 = BloomPass(c0, tex);
#endif
#if (USE_HDR == 1)
c0 = HDRPass(c0, tex);
#endif
#if (USE_LUMASHARPEN == 1)
c0 = LumaSharpenPass(c0, tex);
#endif
#if (USE_VIBRANCE == 1)
c0 = VibrancePass(c0);
#endif
c0.w = 1.0;
return saturate(c0);
}
technique t0
{
pass P0
{
VertexShader = compile vs_3_0 FrameVS();
PixelShader = compile ps_3_0 postProcessing();
ZEnable = false;
SRGBWriteEnable = true;
AlphaBlendEnable = false;
AlphaTestEnable = false;
ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
}
}
// most shader code taken from SweetFX 1.5
// -------------------- Settings -----------------------------------------------
// Set to 1 for ON or 0 for OFF
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen
#define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
// Bloom settings
#define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 // [0.00 to 8.00] Strength of the bloom
#define BloomWidth 0.0142 // [0.00 to 1.00] Width of the bloom
// HDR settings
#define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
// LumaSharpen settings
#define sharp_strength 0.14 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [0.00 to 1.00] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
// Vibrance settings
#define Vibrance 0.3 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(0.3, 0.4, 0.5) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
// -------------------- Interface -----------------------------------------------
texture2D thisframeTex;
static float2 rcpres = PIXEL_SIZE;
sampler s0 = sampler_state
{
texture = <thisframeTex>;
AddressU = CLAMP;
AddressV = CLAMP;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
SRGBTexture = 1;
};
struct VSOUT
{
float4 vertPos : POSITION;
float2 UVCoord : TEXCOORD0;
};
struct VSIN
{
float4 vertPos : POSITION0;
float2 UVCoord : TEXCOORD0;
};
VSOUT FrameVS(VSIN IN)
{
VSOUT OUT;
OUT.vertPos = IN.vertPos;
OUT.UVCoord = IN.UVCoord;
return OUT;
}
// -------------------- Effects -----------------------------------------------
#include "LumaSharpen.h"
// -------------------- Bloom -----------------------------------------------
float4 BloomPass(float4 ColorInput2, float2 Tex)
{
float3 BlurColor2 = 0;
float3 Blurtemp = 0;
float MaxDistance = 8*BloomWidth;
float CurDistance = 0;
float Samplecount = 25.0;
float2 blurtempvalue = Tex * rcpres * BloomWidth;
float2 BloomSample = float2(2.5,-2.5);
float2 BloomSampleValue;
for(BloomSample.x = (2.5); BloomSample.x > -2.0; BloomSample.x = BloomSample.x - 1.0) // runs 5 times
{
BloomSampleValue.x = BloomSample.x * blurtempvalue.x;
float2 distancetemp = BloomSample.x * BloomSample.x * BloomWidth;
for(BloomSample.y = (- 2.5); BloomSample.y < 2.0; BloomSample.y = BloomSample.y + 1.0) // runs 5 ( * 5) times
{
distancetemp.y = BloomSample.y * BloomSample.y;
CurDistance = (distancetemp.y * BloomWidth) + distancetemp.x;
BloomSampleValue.y = BloomSample.y * blurtempvalue.y;
Blurtemp.rgb = tex2D(s0, float2(Tex + BloomSampleValue)).rgb;
BlurColor2.rgb += lerp(Blurtemp.rgb,ColorInput2.rgb, sqrt(CurDistance / MaxDistance));
}
}
BlurColor2.rgb = (BlurColor2.rgb / (Samplecount - (BloomPower - BloomThreshold*5)));
float Bloomamount = (dot(ColorInput2.rgb,float3(0.299f, 0.587f, 0.114f)));
float3 BlurColor = BlurColor2.rgb * (BloomPower + 4.0);
ColorInput2.rgb = lerp(ColorInput2.rgb,BlurColor.rgb, Bloomamount);
return saturate(ColorInput2);
}
// -------------------- HDR -----------------------------------------------
float4 HDRPass(float4 colorInput, float2 Tex)
{
float3 c_center = tex2D(s0, Tex).rgb;
float radius1 = 0.793;
float3 bloom_sum1 = tex2D(s0, Tex + float2(1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, -2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(0, 2.5) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(-2.5, 0) * radius1).rgb;
bloom_sum1 += tex2D(s0, Tex + float2(2.5, 0) * radius1).rgb;
bloom_sum1 *= 0.005;
float3 bloom_sum2 = tex2D(s0, Tex + float2(1.5, -1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(1.5, 1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, -2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(0, 2.5) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(-2.5, 0) * radius2).rgb;
bloom_sum2 += tex2D(s0, Tex + float2(2.5, 0) * radius2).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
float3 HDR = (c_center + (bloom_sum2 - bloom_sum1)) * dist;
float3 blend = HDR + colorInput.rgb;
colorInput.rgb = HDR + pow(blend, HDRPower); // pow - don't use fractions for HDRpower
return saturate(colorInput);
}
// -------------------- Vibrance -----------------------------------------------
float4 VibrancePass(float4 colorInput)
{
#define Vibrance_coeff float3(Vibrance_RGB_balance * Vibrance)
float4 color = colorInput; //original input color
float3 lumCoeff = float3(0.212656, 0.715158, 0.072186); //Values to calculate luma with
float luma = dot(lumCoeff, color.rgb); //calculate luma (grey)
float max_color = max(colorInput.r, max(colorInput.g,colorInput.b)); //Find the strongest color
float min_color = min(colorInput.r, min(colorInput.g,colorInput.b)); //Find the weakest color
float color_saturation = max_color - min_color; //The difference between the two is the saturation
color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance_coeff * (1.0 - (sign(Vibrance_coeff) * color_saturation)))));
return color;
}
// -------------------- Main -----------------------------------------------
float4 postProcessing(VSOUT IN) : COLOR0
{
float2 tex = IN.UVCoord;
float4 c0 = tex2D(s0, tex);
#if (USE_BLOOM == 1)
c0 = BloomPass(c0, tex);
#endif
#if (USE_HDR == 1)
c0 = HDRPass(c0, tex);
#endif
#if (USE_LUMASHARPEN == 1)
c0 = LumaSharpenPass(c0, tex);
#endif
#if (USE_VIBRANCE == 1)
c0 = VibrancePass(c0);
#endif
c0.w = 1.0;
return saturate(c0);
}
technique t0
{
pass P0
{
VertexShader = compile vs_3_0 FrameVS();
PixelShader = compile ps_3_0 postProcessing();
ZEnable = false;
SRGBWriteEnable = true;
AlphaBlendEnable = false;
AlphaTestEnable = false;
ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
}
}
-------
Workaround für bekannte Probleme:
-These workarounds are not guaranteed to work for everyone-
1st WORKAROUND
For AMD graphics cards.
- Go to the AMD control center.
- Go to Properties (Digital flat-panel)
- Enable GPU scaling.
- Apply and start the game
For Nvidia graphics cards.
- Open your Nvidia Control Panel
- Go to "Adjust desktop size and position"
- Set "Perform scaling on" to "GPU" // Some people seem to not have the GPU option.
- Apply and start the game
2nd WORKAROUND
- Select Dark Souls 2 in Steam.
- Unplug your HDMI/DVI/VGA Cable
- Hit Enter (this will start the game)
- Plug it back in.
// Using this workaround the game is locked to windowed mode 1280x720
// After setting your resolution and Fullscreen mode in the options menu, restart the game using the same technique. For some people this will allow the game to be played at their desired resolution and in fullscreen mode.
// As a result of this workaround, there will be no sound sent through your HDMI cable.
3rd WORKAROUND
If you are using a multi-screen setup disabling either screen might solve the issue.
4th WORKAROUND
For AMD graphics cards.
- Open Catalyst Control Center, navigate to the Gaming section and select 3D Application Settings.
- Locate section Texture Filtering and turn off Surface Format Optimization.
5th WORKAROUND
- Launch the game.
- When you see white screen press Win+P and select Duplicate.
- The game should launch.
- Press Win+P again ans select Extend.
- Navigate to the video setting, select Windowed to access all available screen resolutions.
Some people have reported that switching their cable to something other than DVI fixes the issue. If it's possible on your graphics card you could try that. Please report back if this worked for you or not
Quelle: http://steamcommunity.com/app/236430/discussions/0/558754259683457381/
Zuletzt bearbeitet von einem Moderator: