Dark Souls 2: looks great!
  3 / 11    
Eqzitara or DHR have the game? They is the only way that we will someday have the fix, if they dont have the game, i have a EU key to donate them without compromise. Mike_ar69 is busy working on some fixes (assassins 4 and elder online , thanks for it ;)) also he doesn't like that kind of games.
Eqzitara or DHR have the game? They is the only way that we will someday have the fix, if they dont have the game, i have a EU key to donate them without compromise. Mike_ar69 is busy working on some fixes (assassins 4 and elder online , thanks for it ;)) also he doesn't like that kind of games.

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#31
Posted 04/29/2014 01:56 PM   
Still no fix right?
Still no fix right?

#32
Posted 04/30/2014 10:34 AM   
[quote="Punisher!|ITA"]Still no fix right?[/quote] As of now there is no known fix for the various issues. Does anyone know how easy it would be to follow Helix's instructions to disable shaders using the debugger on his blog? He gives a list of detailed instructions here: https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/ I am unsure if the problems with Dark Souls II can be fixed by simply disabling shaders, or if shader modification will be required. Modification seems more intensive, and as Helix mentions, requires a basic knowledge of shader programming. I'm thinking of tinkering with the shaders to see if I can fix the game, simply because there are only a few issues with it in 3D. I can deal with the lack of dynamic shadows and even the strange effects around bonfires or any lit torch sconce. My primary issue is with the messed up lighting effects when fighting the bosses. The Last Giant and The Old Dragon Slayer were in large areas that were completely out of whack visually, and that detracted from those battles. Now, in No Man's Wharf, the overhead lighting source forces a dynamic shadow on your character whether shadows are enabled or not. Not to mention various lighting effects there that are worsening the experience. I think I'll fiddle with Helix's debugger since the fixes appear to be relatively simple ones. If anyone else knows of somebody who is working on a fix for the game, I'd happily donate to the cause. The game is fantastic, and a completely unmarred 3D experience would be incredible. Just curious to know if any of the usual suspects are interested/working on a fix.
Punisher!|ITA said:Still no fix right?


As of now there is no known fix for the various issues. Does anyone know how easy it would be to follow Helix's instructions to disable shaders using the debugger on his blog? He gives a list of detailed instructions here: https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/

I am unsure if the problems with Dark Souls II can be fixed by simply disabling shaders, or if shader modification will be required. Modification seems more intensive, and as Helix mentions, requires a basic knowledge of shader programming. I'm thinking of tinkering with the shaders to see if I can fix the game, simply because there are only a few issues with it in 3D.

I can deal with the lack of dynamic shadows and even the strange effects around bonfires or any lit torch sconce. My primary issue is with the messed up lighting effects when fighting the bosses. The Last Giant and The Old Dragon Slayer were in large areas that were completely out of whack visually, and that detracted from those battles. Now, in No Man's Wharf, the overhead lighting source forces a dynamic shadow on your character whether shadows are enabled or not. Not to mention various lighting effects there that are worsening the experience.

I think I'll fiddle with Helix's debugger since the fixes appear to be relatively simple ones. If anyone else knows of somebody who is working on a fix for the game, I'd happily donate to the cause. The game is fantastic, and a completely unmarred 3D experience would be incredible. Just curious to know if any of the usual suspects are interested/working on a fix.

#33
Posted 04/30/2014 03:07 PM   
Disabling shaders with Helix's debugger is pretty simple, you should be able to do it.
Disabling shaders with Helix's debugger is pretty simple, you should be able to do it.

#34
Posted 04/30/2014 04:25 PM   
[quote="Airion"][quote="DanoC1982"]Can someone help me with GeDoSaTo? How can you tell if it's working?[/quote] When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini. As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that. In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.[/quote] Hmm, yeah I've tried that and it still says I can only change the resolution in game to 1080p. Nothing telling me it's being downsampled either.
Airion said:
DanoC1982 said:Can someone help me with GeDoSaTo? How can you tell if it's working?


When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini.


As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that.

In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.


Hmm, yeah I've tried that and it still says I can only change the resolution in game to 1080p. Nothing telling me it's being downsampled either.

#35
Posted 04/30/2014 06:26 PM   
[quote="DanoC1982"][quote="Airion"][quote="DanoC1982"]Can someone help me with GeDoSaTo? How can you tell if it's working?[/quote] When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini. As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that. In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.[/quote] Hmm, yeah I've tried that and it still says I can only change the resolution in game to 1080p. Nothing telling me it's being downsampled either.[/quote] Run gedosato with admin rights and hit "activate" after setting the resolution as you desire in the .ini file. Don't forget to enable Bokeh for a much, much better looking game.
DanoC1982 said:
Airion said:
DanoC1982 said:Can someone help me with GeDoSaTo? How can you tell if it's working?


When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini.


As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that.

In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.


Hmm, yeah I've tried that and it still says I can only change the resolution in game to 1080p. Nothing telling me it's being downsampled either.


Run gedosato with admin rights and hit "activate" after setting the resolution as you desire in the .ini file. Don't forget to enable Bokeh for a much, much better looking game.

#36
Posted 04/30/2014 11:53 PM   
Dynamic shadows are absent, but I think the lighting effects while holding a torch are still excellent.
Dynamic shadows are absent, but I think the lighting effects while holding a torch are still excellent.

#37
Posted 05/01/2014 10:53 AM   
finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)
finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#38
Posted 05/01/2014 11:12 AM   
[quote="murilladas"]finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)[/quote] Cheers for that - i am waiting for a fix as well. He`s bussy tho so it will be good if people don`t expect much anytime soon.
murilladas said:finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)


Cheers for that - i am waiting for a fix as well.
He`s bussy tho so it will be good if people don`t expect much anytime soon.
[quote="murilladas"]finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)[/quote] Well I mean, I imagine that if you gave him the game SO that he could make a fix in return that he would move it up his priority list.
murilladas said:finally i have donated the game to mike_ar69 i dont expect anything but at least have a small chance that in the future we have a fix :)


Well I mean, I imagine that if you gave him the game SO that he could make a fix in return that he would move it up his priority list.

#40
Posted 05/01/2014 05:45 PM   
[quote="redflamingolingo"][quote="Punisher!|ITA"]Still no fix right?[/quote] As of now there is no known fix for the various issues. Does anyone know how easy it would be to follow Helix's instructions to disable shaders using the debugger on his blog? He gives a list of detailed instructions here: https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/[/quote] I did go through each PS and VS one by one and didn't find anything that would fix the dynamic shadows without removing them. Maybe some combination could achieve it, but it'd take a long time to find (there's something like 500 PS and 300 VS). TBH though I think the game is fine without them. There's few dynamic light sources that cast these kind of shadows in the game aside from your torch, and you never fight with your torch lit anyway since it will just get you killed. You tend to clear out an area then run through with lit torch. The sconces you've already lit don't cast dynamic shadows.
redflamingolingo said:
Punisher!|ITA said:Still no fix right?


As of now there is no known fix for the various issues. Does anyone know how easy it would be to follow Helix's instructions to disable shaders using the debugger on his blog? He gives a list of detailed instructions here: https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/


I did go through each PS and VS one by one and didn't find anything that would fix the dynamic shadows without removing them. Maybe some combination could achieve it, but it'd take a long time to find (there's something like 500 PS and 300 VS).

TBH though I think the game is fine without them. There's few dynamic light sources that cast these kind of shadows in the game aside from your torch, and you never fight with your torch lit anyway since it will just get you killed. You tend to clear out an area then run through with lit torch. The sconces you've already lit don't cast dynamic shadows.

#41
Posted 05/02/2014 11:05 PM   
[quote="Airion"][quote="DanoC1982"]Can someone help me with GeDoSaTo? How can you tell if it's working?[/quote] When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini. As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that. In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.[/quote] I've got it running finally... However my framerate dips bigtime from a stead 60fps with 3d enabled to about 30 fps downsampling from 2560x1440. Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz MAXIMUS VI HERO (Mother board) Nvidia Geforce 780TI (Video card) 8gb Ram DDR3 - 120 gb Samsung SSD (OS) Hd - 1TB Western Digital (Games + Media) Windows Version Microsoft Windows 7 (6.1) Ultimate Edition 64-bit Service Pack 1 (Build 7601) DirectX Version 11.0 Just wondering, what are you running and what are your fps like?
Airion said:
DanoC1982 said:Can someone help me with GeDoSaTo? How can you tell if it's working?


When it starts working, there will actually be a message on the top left screen that says it's downsampling. I had a little trouble getting it to work at first too though. Run GeDoSaTo as administrator, select "blacklist," activate it, run Dark Souls II, then go to options and select the rendering resolution (not your monitor's resolution) you configured in GeDoSaTo's ini.


As for a 3D fix, basically Nvidia doesn't do them. Tridef does, Nvidia doesn't. The reasons for that are more complicated than simple apathy on Nvidia's part, from what I've read into previous discussions about that.

In my opinion, the game doesn't need a fix. It's excellent as is. I think it would be a shame for anyone to hold off playing the game, waiting for a fix for minor issues that may never come. The online environment in the game is fantastic right now with so many players, and it won't be like that forever.


I've got it running finally... However my framerate dips bigtime from a stead 60fps with 3d enabled to about 30 fps downsampling from 2560x1440.

Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz
MAXIMUS VI HERO (Mother board)
Nvidia Geforce 780TI (Video card)
8gb Ram DDR3
- 120 gb Samsung SSD (OS)
Hd - 1TB Western Digital (Games + Media)
Windows Version Microsoft Windows 7 (6.1) Ultimate Edition 64-bit Service Pack 1 (Build 7601)
DirectX Version 11.0

Just wondering, what are you running and what are your fps like?

#42
Posted 05/03/2014 12:02 AM   
560 Ti, i5 2500 (3.3GHz). I also got somewhere between 30-60 fps downsampling from 2560x1440. I didn't try it for very long though. I've been playing in plain old 720p 3D for a constant 60fps.
560 Ti, i5 2500 (3.3GHz). I also got somewhere between 30-60 fps downsampling from 2560x1440. I didn't try it for very long though. I've been playing in plain old 720p 3D for a constant 60fps.

#43
Posted 05/03/2014 12:16 AM   
Something is likely wrong with the set-up if you are struggling to get a constant 60 fps with that rig. I have similar specs with a 780 TI, i7 3.4 ghz processor, 12 gb RAM, etc. I've given up on 3D until there is a fix, and ever since I've been downsampling using GeDoSaTo from 3840x2160. I hit a constant 60 fps with no problems. Sometimes the game stutters a bit at fog gates, but that's it. I can run smooth as silk at 2560x1440, too. I don't have DoF enabled in the ini, nor do I use AA since downsampled 3840x2160 doesn't even need it. Here is my ini file: # 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 5120 #renderHeight 2880 renderWidth 3840 renderHeight 2160 #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 0 # The type of scaling you want to use. # bilinear: what GPUs generally do, cheap performance-wise # bicubic: higher quality, more expensive performance-wise scalingType bilinear # 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 ## AA # 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 ## SSAO # 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 2 # Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance ssaoScale 1 ## DOF # Enable Depth of Field # false = off # true = on enableDoF false # Select the type of DOF effect # basic = basic pseudo-Bokeh DoF # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact dofType basic # 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 1.00 ## Post # 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 I hope that this helps in some way. With the 780 TI you should be killing frames with Dark Souls 2 even with most settings maxed at 1440p. 4K downsampled works a breeze for me, and the game looks stunning as a result.
Something is likely wrong with the set-up if you are struggling to get a constant 60 fps with that rig. I have similar specs with a 780 TI, i7 3.4 ghz processor, 12 gb RAM, etc. I've given up on 3D until there is a fix, and ever since I've been downsampling using GeDoSaTo from 3840x2160. I hit a constant 60 fps with no problems. Sometimes the game stutters a bit at fog gates, but that's it. I can run smooth as silk at 2560x1440, too. I don't have DoF enabled in the ini, nor do I use AA since downsampled 3840x2160 doesn't even need it. Here is my ini file:


# 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 5120
#renderHeight 2880
renderWidth 3840
renderHeight 2160
#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 0

# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
scalingType bilinear

# 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

## AA

# 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

## SSAO

# 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 2

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF false

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType basic

# 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 1.00

## Post

# 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


I hope that this helps in some way. With the 780 TI you should be killing frames with Dark Souls 2 even with most settings maxed at 1440p. 4K downsampled works a breeze for me, and the game looks stunning as a result.

#44
Posted 05/03/2014 12:45 AM   
Just completed the game. If You disable dynamic shadows You only have few issues and the game is enjoyable in S3D. Unfortunately the remaining lighting issues which occur in most of the boss fight areas can't be solved by simply disabling a shader. Disabling the shader when the game is already running results in black bars. Starting the game with disabled shader makes it very dark. So we would need a real fix for this shader. The Nvidia laser sight works very well with the game. In combination with the binoculars You can even do ranged magic attacks without the need to lock the enemies. Very usefull if You want to reproduce and check certain situations for fixing without the need to fight again through all the enemies: find the file DARKSII0000.sl2 (e.g. in C:\Users\...\AppData\Roaming\DarkSoulsII\0110000182104cf0) make a backup of it and replace later the actual file if You want to check the fixes. But better play offline... I have made a collection of several backups of situations with S3D issues so that I can check them if there hopefully will be a fix available.
Just completed the game. If You disable dynamic shadows You only have few issues and the game is enjoyable in S3D. Unfortunately the remaining lighting issues which occur in most of the boss fight areas can't be solved by simply disabling a shader. Disabling the shader when the game is already running results in black bars. Starting the game with disabled shader makes it very dark. So we would need a real fix for this shader. The Nvidia laser sight works very well with the game. In combination with the binoculars You can even do ranged magic attacks without the need to lock the enemies.

Very usefull if You want to reproduce and check certain situations for fixing without the need to fight again through all the enemies: find the file DARKSII0000.sl2 (e.g. in C:\Users\...\AppData\Roaming\DarkSoulsII\0110000182104cf0) make a backup of it and replace later the actual file if You want to check the fixes. But better play offline... I have made a collection of several backups of situations with S3D issues so that I can check them if there hopefully will be a fix available.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#45
Posted 05/03/2014 06:38 PM   
  3 / 11    
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