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post #221 of 229
Quote:
Originally Posted by byardz View Post

Durante, a member of Neogaf has unlocked the resolution for this game!
http://www.neogaf.com/forum/showpost.php?p=41330816&postcount=686
Says it took him 23 minutes to do and he"ll release the fix, its a config file.
1 guy did what a whole time from Software is incapable doing in 23 minutes, lol.

Already posted this in the official dark souls thread!
http://www.overclock.net/t/1297368/dark-souls-prepare-to-die-edition/10#post_18005386
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post #222 of 229
Quote:
Originally Posted by byardz View Post

Durante, a member of Neogaf has unlocked the resolution for this game!

http://www.neogaf.com/forum/showpost.php?p=41330816&postcount=686

Says it took him 23 minutes to do and he"ll release the fix, its a config file.

1 guy did what a whole time from Software is incapable doing in 23 minutes, lol.

Resolution isn't the part they couldn't fix, it was the framebuffer that was locked, which is completely different. It's basically the internal resolution that everything is rendered to.

Here's a sample of two of the same fire particle, both being rendered to the same resolution.

Small framebuffer

Ignore the differences in alpha blending, that is unrelated.

Normal framebuffer


You can see how pixelated the version with the smaller framebuffer looks. This is an exaggerated example, I used a smaller framebuffer than usual, but it gets the point across, that the original problem still stands, the framebuffer is locked to 1024x760 (or some odd aspect ratio like that).
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post #223 of 229
Does it work correctly?
Edited by Riou - 8/23/12 at 10:51pm
post #224 of 229
Quote:
Originally Posted by byardz View Post

Durante, a member of Neogaf has unlocked the resolution for this game!
http://www.neogaf.com/forum/showpost.php?p=41330816&postcount=686
Says it took him 23 minutes to do and he"ll release the fix, its a config file.
1 guy did what a whole time from Software is incapable doing in 23 minutes, lol.

i think this kind of proves that from did this to not make the ps3 look bad
post #225 of 229

Actual 1080p Gameplay
post #226 of 229
Quote:
Originally Posted by lordikon View Post

Resolution isn't the part they couldn't fix, it was the framebuffer that was locked, which is completely different. It's basically the internal resolution that everything is rendered to.
Here's a sample of two of the same fire particle, both being rendered to the same resolution.
Small framebuffer

Ignore the differences in alpha blending, that is unrelated.
Normal framebuffer

You can see how pixelated the version with the smaller framebuffer looks. This is an exaggerated example, I used a smaller framebuffer than usual, but it gets the point across, that the original problem still stands, the framebuffer is locked to 1024x760 (or some odd aspect ratio like that).

Your science does not apply here. Game looks 10 times better so obviously its working. Well just call it magic.

Dark souls as it shipped


Dark souls with "MAGIC" fix


Edit - Very nice screenshot here

Edited by Crizume - 8/23/12 at 8:35pm
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post #227 of 229
I'm surprised about the quality of textures when resolution fix is used, I was expecting much worse. They certainly don't look that bad for console port.
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post #228 of 229
Quote:
Originally Posted by Durante 
Please read this whole post before downloading anything!

As most of you may know, the Dark Souls port for PC has a fixed rendering resolution of 1024x720. I couldn't believe this when it was first rumoured, and when it turned out true I vowed to do my best to fix it.


What is it?

It's an interception d3d9.dll that you place in the same folder as the game executable. It intercepts the game's calls to the DirectX 9 API and changes them as necessary to enable a higher internal rendering resolution.


How do I use it?
Place d3d9.dll and DSfix.ini into the game's binary directory. (The place where DARKSOULS.exe is)
You can open DSfix.ini with a text editor to adjust the desired internal resolution.


Will it work?

So far, this has only been tested on my computer, on the first half hour or so of the game. I can not and will not guarantee that it will work for anyone else, or not have any adverse effect on your game/computer. Use at your own risk! If you encounter any issues that seem like they could be caused by DSfix, let me know.


Why is it still blurry?

I don't know at this point in time. It's already clear that there is a lot more detail and less aliasing using an increased framebuffer resolution -- as you would expect! -- but there is some residual blur. I'm trying to work out if this is due to my method or something inherent in the game. I will certainly continue working on this.


Will it cause performance problems?
That depends on your system configuration. Usually, performance scales rather linearly with framebuffer size, and so far this game does not seem different. My 660 maintained a locked 30 FPS throughout ~ 1/2 hour of testing in the starting area of the game at 2560x1440.


Can I donate?
If you really want to donate I won't say no, I'm not particularly rich tongue.gif.
Go to my blog post about the fix here.


Some other points

  • I did not do the entire work for this in 23 minutes. I developed an interception dll framework during this week to prepare for the job. I did the actual work to make the game render at higher res in that amount of time though -- based on the framework -- and spent a few more hours testing and adding the config file.
  • Please refrain from disrespectful remarks like "lol Japanese development". There are plenty of Japanese developers that deliver technically excellent PC games
  • Buy Dark Souls if you like hardcore action RPGs.

Source
Link to fix from Durante
Quote:
Known Issues

Message text is not rendered correctly. I will work on this tomorrow.
Does not work with the in-game AA (but that’s just a blur filter anyway)
Bad framerate reported on AMD cards, NV seems fine

Edited by Riou - 8/24/12 at 8:42am
post #229 of 229
Quote:
Originally Posted by Crizume View Post

Quote:
Originally Posted by lordikon View Post

Resolution isn't the part they couldn't fix, it was the framebuffer that was locked, which is completely different. It's basically the internal resolution that everything is rendered to.
Here's a sample of two of the same fire particle, both being rendered to the same resolution.
Small framebuffer

Ignore the differences in alpha blending, that is unrelated.
Normal framebuffer

You can see how pixelated the version with the smaller framebuffer looks. This is an exaggerated example, I used a smaller framebuffer than usual, but it gets the point across, that the original problem still stands, the framebuffer is locked to 1024x760 (or some odd aspect ratio like that).

Your science does not apply here. Game looks 10 times better so obviously its working. Well just call it magic.

Dark souls as it shipped


Dark souls with "MAGIC" fix


Edit - Very nice screenshot here

Then it's not magic, it's not that he found a way to unlock the resolution, he found a way to make the game target a native resolution framebuffer. This is probably something that the developers understood how to do (it's only a few lines of code to choose your framebuffer size), but there were probably reasons why they chose not to do it, such as bugs it might create that they did not have time to address.
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