Any plans for Gedosato Integration or Vice Versa?

  • crosire
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10 years 9 months ago - 10 years 9 months ago #13 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?
Update:
I checked things and was experiencing crashes when using with ReShade, all of them inside the GeDoSaTo module. I thus forked the GeDoSaTo source and removed all code not related to downsampling (and there's quite a lot of it), which suddenly made it starting to work (at least in the games I tried) =)
Last edit: 10 years 9 months ago by crosire.
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  • crosire
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10 years 9 months ago #14 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?
Here's the cleaned up version: github.com/crosire/gedosato/tree/master/pack
Make sure you create a log for ReShade before launching or otherwise GeDoSaTo crashes because of ReShade's disclaimer window blocking the process. I cannot guarantee this is working, but I had no issues with the few games I could test with.
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  • Blackhand
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10 years 9 months ago #15 by Blackhand Replied by Blackhand on topic Any plans for Gedosato Integration or Vice Versa?
In my opinion, there should be some options whether effects are applied before or after downsampling. When you use the built-in postprocessing effects of gedosato, the effects are applied to the higher resolution. If you use normal SweetFX with a game downsampled with gedosato, the effect will be applied to the already downsampled scene.

There are some case dependend pros and cons

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  • SpinelessJelly
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10 years 9 months ago #16 by SpinelessJelly Replied by SpinelessJelly on topic Any plans for Gedosato Integration or Vice Versa?
Tried out the edited GeDoSaTo with Alan Wake. It works, but it disables the depth buffer when using downsampling resolutions. No AO, no DOF and depthbuffer output is black. Also Reshade (0.13.0) screenshots are still in native resolution, while GeDoSaTo keys seem permanently disabled? Tried to edit GeDoSaToKeys.ini but nothing happened.

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  • JPulowski
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10 years 9 months ago #17 by JPulowski Replied by JPulowski on topic Any plans for Gedosato Integration or Vice Versa?
I think GeDoSaTo's only upside is lanczos downsampling which is sharper and more accurate compared to other downsampling methods. NVIDIA has DSR and AMD has VSR already. I am not an AMD user, therefore I don't know much about VSR, but NVIDIA's DSR technology is nicely implemented as far as I can tell. Its only downside is, DSR uses a mix of nearest neighbor and gaussian algorithm with a smoothness setting. Smoothness between 17% and 25% are usually fine. And extra sharpening might be added with LumaSharpen. Oh also with DSR, ReShade applies the shaders before downsampling which gives more accurate results with SMAA. But not that good with Dither and Film Grain shaders.

Some older games do not support higher resolutions. There are no tweaks or hacking methods to make them work in 1080p. In this case graphics driver upsamples the original resolution to a higher one via Bicubic/Bilinear upsampling which looks ugly as hell. I just wish graphics card manufacturers would give us more algorithms, but I know that it is not their priority.

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  • Blackhand
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10 years 9 months ago #18 by Blackhand Replied by Blackhand on topic Any plans for Gedosato Integration or Vice Versa?
Unfortunately, there is no really good Downsampling implementation. The higher the resolution the higher the flickering in motion is the result with the GeDoSaTo implementation and Lanczos is the worst.

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  • lowenz
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10 years 9 months ago #19 by lowenz Replied by lowenz on topic Any plans for Gedosato Integration or Vice Versa?
GDST offers upsamplig too (for older games).

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  • ScarecrowDM
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10 years 9 months ago #20 by ScarecrowDM Replied by ScarecrowDM on topic Any plans for Gedosato Integration or Vice Versa?

Blackhand wrote: In my opinion, there should be some options whether effects are applied before or after downsampling. When you use the built-in postprocessing effects of gedosato, the effects are applied to the higher resolution. If you use normal SweetFX with a game downsampled with gedosato, the effect will be applied to the already downsampled scene.

There are some case dependend pros and cons


Just set "postProcessAfterScaling" to true on GeDoSaTo.

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  • jim2point0
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10 years 9 months ago - 10 years 9 months ago #21 by jim2point0 Replied by jim2point0 on topic Any plans for Gedosato Integration or Vice Versa?
Maybe I'm just a doof, but how do I grab the modified GeDoSaTo from here?

github.com/crosire/gedosato/tree/master/pack

There are a few games where I don't need GeDoSaTo's HUD toggle, so I'd like to try combining the downsampling with ReShade. GeDoSaTo is still the only way I can go up to massive resolutions (higher than DSR), so getting these to work together would be great.
Last edit: 10 years 9 months ago by jim2point0.

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  • crosire
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10 years 9 months ago #22 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?

jim2point0 wrote: Maybe I'm just a doof, but how do I grab the modified GeDoSaTo from here?

Same way you would download it from durante. Just download the whole repository, you can delete everything except the "pack" folder afterwards, which contains the precompiled binaries. =)

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  • Blackhand
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10 years 9 months ago - 10 years 9 months ago #23 by Blackhand Replied by Blackhand on topic Any plans for Gedosato Integration or Vice Versa?

ScarecrowDM wrote: Just set "postProcessAfterScaling" to true on GeDoSaTo.


I can't find this option in GeDoSaTo. Need more information and this option per effect if possible.
Last edit: 10 years 9 months ago by Blackhand.

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  • ScarecrowDM
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10 years 9 months ago #24 by ScarecrowDM Replied by ScarecrowDM on topic Any plans for Gedosato Integration or Vice Versa?
If you don't find it, just add it.
But make sure of be running last update.

But you can find some info here: blog.metaclassofnil.com/?p=641

Durante wrote: In order to support this use case, GeDoSaTo can now optionally perform postprocessing after upsampling.


It applies post-processing effects after scaling, probably does not matter which way, upsampling or downsampling, in essence is the same thing.
I honestly didn't have tested it yet.

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  • jim2point0
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10 years 9 months ago #25 by jim2point0 Replied by jim2point0 on topic Any plans for Gedosato Integration or Vice Versa?
Crosire's custom GeDoSaTo still gives me a black screen when I use ReShade in DmC. I can see the game just fine when I toggle ReShade off. This only happens when downsampling from a GeDoSaTo resolution.

Even with no depth buffer in that game, I'd still like to use some of the ReShade shaders. But... no dice. Not sure what's wrong.

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  • Blackhand
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10 years 9 months ago - 10 years 9 months ago #26 by Blackhand Replied by Blackhand on topic Any plans for Gedosato Integration or Vice Versa?

ScarecrowDM wrote: If you don't find it, just add it.
But make sure of be running last update.

But you can find some info here: blog.metaclassofnil.com/?p=641

Durante wrote: In order to support this use case, GeDoSaTo can now optionally perform postprocessing after upsampling.


It applies post-processing effects after scaling, probably does not matter which way, upsampling or downsampling, in essence is the same thing.
I honestly didn't have tested it yet.


It works but it's a global flag. Film grain has much more effect after downsampling. As mentioned above, GeDoSaTo can be combined with SweetFX 1.5.1. The effects defined in GeDoSaTo are applied to the higher and the effects from the SweetFX injector to the downsampled resolution. But that's not the top solution.
Last edit: 10 years 9 months ago by Blackhand.

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  • jim2point0
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10 years 9 months ago #27 by jim2point0 Replied by jim2point0 on topic Any plans for Gedosato Integration or Vice Versa?
Update: NattyDread seems to have solved my issue with ReShade + GeDoSaTo. I'm using his config + ReShade 13.2. No more black screen.

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  • crosire
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10 years 9 months ago #28 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?

jim2point0 wrote: Update: NattyDread seems to have solved my issue with ReShade + GeDoSaTo. I'm using his config + ReShade 13.2. No more black screen.

Any way to figure out if it's a specific effect causing trouble?

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  • jim2point0
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10 years 9 months ago #29 by jim2point0 Replied by jim2point0 on topic Any plans for Gedosato Integration or Vice Versa?
I'm not entirely sure. But... with the way it works now, it's kinda pointless for me anyways. ReShade is applying post processing after downsampling, which is ruining image quality.

screenshotcomparison.com/comparison/111755

(crops from 7680x4320)

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  • crosire
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10 years 9 months ago #30 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?
Ouch. Well. I'll look into connecting the two more deeply, so to make sure GeDoSaTo's downsampling runs after ReShade.

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  • Sh1nRa358
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10 years 9 months ago #31 by Sh1nRa358 Replied by Sh1nRa358 on topic Any plans for Gedosato Integration or Vice Versa?
Wow, so many replies :)

So with them combined in the custom one, does that mean that gedo can now downsample in all the backends that Reshade can use instead of just DX9?

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  • crosire
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10 years 9 months ago #32 by crosire Replied by crosire on topic Any plans for Gedosato Integration or Vice Versa?
No, sorry, it's just a stripped version without all the post-processing stuff.

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