Resolution trick quick suggestion.

  • Posts: 26
1 year 9 months ago #1 by lukonja
I am wondering is there a way to make a shader where on launch I run game at 4k but it PC recognizes is as 1080p.
I know I can make custom resolution in both amd and nvidia control panels, but process is long and it ends up in game mostly crashing or not running at all, cause native screen is 1080p.
Is there a way to make it 4k or 8k and send back to windows (trick windows) that game is at native 1080p.
This would be very nice feature for dx8 and dx9 games like ut2004, or older.

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1 year 8 months ago #2 by lukonja
I maybe confused you with first post, this is basicly what I want
Its basicly DownSampling, but this tool does not work with Unreal Engine Games.

I would appriciate any reply for this.

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1 year 8 months ago #3 by lukonja
Bumping this, can someone answer please?
This should be easy implementation for you coders, or am I wrong?

Can I please get someone to answer me atleast...

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1 year 8 months ago #4 by Uncle Crassius
Dunno if it's possible. Durante was working on updating GeDoSaTo for DX11 but gave up on it so it seems that it's not an easy task. That being said, downsampling though your driver should work, no matter the resolution of your display. Seems like a problem on your end. I'd try solving that instead of waiting for some other solution that never comes (a shader sounding even more unlikely). What's your setup?

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1 year 8 months ago #5 by Wicked Sick
Speaking of GeDoSato, does it work with Windows 10?

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1 year 8 months ago - 1 year 8 months ago #6 by Uncle Crassius

Wicked Sick wrote: Speaking of GeDoSato, does it work with Windows 10?


It should work, yes, as long as you follow the instructions like disabling UEFI secure boot. Never used it myself, though. For anyone wondering what this is about, here's the link to the tool's official homepage .

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1 year 8 months ago #7 by Chavolatra
but GeDoSato has not been discontinued ?

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1 year 8 months ago #8 by Uncle Crassius
It seems that it has indeed been discontinued, so probably no DX11 support in the future, but it still continues to work with the stuff it worked with before. My knowledge only stems from several google searches, though, so take that with a grain of salt.

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1 year 8 months ago #9 by Wicked Sick
I had no luck, then. Tried to make it work with FF13 again, I finished the game with it, but I was unlucky in trying to make it work again a few days ago. My UEFI stuff was disabled. Well, too bad for me...

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1 year 8 months ago - 1 year 8 months ago #10 by ShoterXX
I had a shader that downsampled from 3x to 1x native resolution, but you still needed to create a custom resolution in NVIDIA/AMD control panel.
Not sure if it's exactly what you want.

Either way, your PC will always recognize the larger resolution.

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1 year 8 months ago - 1 year 8 months ago #11 by lukonja

ShoterXX wrote: I had a shader that downsampled from 3x to 1x native resolution, but you still needed to create a custom resolution in NVIDIA/AMD control panel.
Not sure if it's exactly what you want.

Either way, your PC will always recognize the larger resolution.


Yeah, I wanted actually to "enlarge" whole game, by increasing the world and scale everything (Unreal Tournament 2004).
But its hardcoded unless I do a mod, and UE2.5 is 15 years old.
It would work, but frames drops would be massive cause engine is outdated.
I thought of solution why not search for a shader that downscales it, and still have good frames. I guess I didn't think it was so hard.

And I know 1 guy from epic forums who ported almost full game to UDK, but Epic Games EULA is nasty and they weren't interested.

I would gladly start to port game in UE4, but Epic Games sues kids at age of 14 that cheated in game, so I don't really want to mess with them... :blush:

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1 year 7 months ago #12 by Fu-Bama
in Nvidia Control Panel go to 3D Settings Management > Global > DSR It does exactly that
www.geforce.com/hardware/technology/dsr/technology

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