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TOPIC: Any plans for Gedosato Integration or Vice Versa?

Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #21

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: 4 years 3 weeks ago by jim2point0.
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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #22

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. =)
Cheers, crosire =)
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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #23

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.
Sorry for my bad english, I'm german
Last Edit: 4 years 3 weeks ago by Blackhand.
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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #24

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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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #25

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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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #26

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.
Sorry for my bad english, I'm german
Last Edit: 4 years 3 weeks ago by Blackhand.
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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #27

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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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #28

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?
Cheers, crosire =)
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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #29

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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Any plans for Gedosato Integration or Vice Versa? 4 years 3 weeks ago #30

Ouch. Well. I'll look into connecting the two more deeply, so to make sure GeDoSaTo's downsampling runs after ReShade.
Cheers, crosire =)
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Any plans for Gedosato Integration or Vice Versa? 4 years 2 weeks ago #31

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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Any plans for Gedosato Integration or Vice Versa? 4 years 2 weeks ago #32

No, sorry, it's just a stripped version without all the post-processing stuff.
Cheers, crosire =)
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Any plans for Gedosato Integration or Vice Versa? 4 years 2 weeks ago #33

Looks like there might be an OpenGL implementation in GeDoSaTo soon. :)

blog.metaclassofnil.com/?p=689
blog.metaclassofnil.com/?p=691
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Any plans for Gedosato Integration or Vice Versa? 4 years 1 week ago #34

For me its functioning for the KillerIsDead Game :)

Maybe its more a question of settlings than shaders !?!!!

Check i gave all the infos on the DET here:
www.deadendthrills.com/forum/discussion/...iller-is-dead#latest

Some screens:
www.flickr.com/photos/turboscalpeur/sets/72157650235125309/

I think right now for the UE3 games, there are some possibilities to use both! Good News!
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Any plans for Gedosato Integration or Vice Versa? 4 years 1 week ago #35

It's functioning too for Enslaved: Odyssey To The West :)
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Any plans for Gedosato Integration or Vice Versa? 1 year 7 months ago #36

  • WLHM15
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  • Everything started from the end
Im sorry for bumping this topic.
Does crosire delete the modified gedosato? I cant find it on github
Last Edit: 1 year 7 months ago by WLHM15.
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