[quote="D-Man11"][quote="innuendo1231b"]Hello to all the devs! I think this is the place to ask my question...
How is the resolution override function supposed to work? I tried it in a few games but it didn't do anything.
Is it supposed to scale the games rendering resolution to a different output resolution specified in the ini? Because that is waht I'd need...
I am looking to render the game at 1920x1080 but my output resolution should be 3840x2160. Gedosato can do this, but only for dx9. When I saw that 3Dmigoto's ini has this resolution override thing there, I was hoping it could do it for dx11.... If it worked, It would be a big help to 4k TV users.
[/quote]
You might try this...if I understand your post correctly
You can do that manually via Nvidia's control panel.
Go to the "Change Resolution" tab of the NVCP
Select "Customize" then select "Create Custom Resolution"
Now set Horizontal pixels to 1920 and Vertical Lines to 1080
Now where it says "Automatic" select "GTF" first, then select "CVT reduced blank"
(toggling it between the two makes sure that values change, otherwise, they sometimes do not)
Where it now says "CVT reduced blank" , you'll want to change it to "Manual" before doing anything.
Now change "Horizontal Lines" from 1920 to 3840 and "Vertical Lines" from 1080 to 2160.
Click "Test", then click "Yes"
If it says "Duplicate resolution for some reason, start over and set the refresh to 59 or 61 Hz. [/quote]
Unfortunately, that alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
innuendo1231b said:Hello to all the devs! I think this is the place to ask my question...
How is the resolution override function supposed to work? I tried it in a few games but it didn't do anything.
Is it supposed to scale the games rendering resolution to a different output resolution specified in the ini? Because that is waht I'd need...
I am looking to render the game at 1920x1080 but my output resolution should be 3840x2160. Gedosato can do this, but only for dx9. When I saw that 3Dmigoto's ini has this resolution override thing there, I was hoping it could do it for dx11.... If it worked, It would be a big help to 4k TV users.
You might try this...if I understand your post correctly
You can do that manually via Nvidia's control panel.
Go to the "Change Resolution" tab of the NVCP
Select "Customize" then select "Create Custom Resolution"
Now set Horizontal pixels to 1920 and Vertical Lines to 1080
Now where it says "Automatic" select "GTF" first, then select "CVT reduced blank"
(toggling it between the two makes sure that values change, otherwise, they sometimes do not)
Where it now says "CVT reduced blank" , you'll want to change it to "Manual" before doing anything.
Now change "Horizontal Lines" from 1920 to 3840 and "Vertical Lines" from 1080 to 2160.
Click "Test", then click "Yes"
If it says "Duplicate resolution for some reason, start over and set the refresh to 59 or 61 Hz.
Unfortunately, that alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
I thought you were doing it for a performance gain, I didn't fully understand your question.
Set your desktop to 3840x2160, open custom resolution, set automatic to manual before doing anything else, change 3840/2160 to 1920/1080 in the top entries only.
I thought you were doing it for a performance gain, I didn't fully understand your question.
Set your desktop to 3840x2160, open custom resolution, set automatic to manual before doing anything else, change 3840/2160 to 1920/1080 in the top entries only.
[quote="D-Man11"]I thought you were doing it for a performance gain, I didn't fully understand your question.
Set your desktop to 3840x2160, open custom resolution, set automatic to manual before doing anything else, change 3840/2160 to 1920/1080 in the top entries only.[/quote]
That results in a small 1080p image in the center of the screen.
Of course I am doing it for a performance gain. My 3D scanlines are supposed to be 2160p but rendering a dx11 game in 2160p 3D = 10 fps... But if I use 1080p normally, that resolution gets halved too.
The only sensible/efficient thing to to is to render in 1080p, upsacle to 2160p, apply the 3D scanlines. This results in true full HD 3D with great framerates. GeDoSaTo can do this for dx9 games but not for dx11 games.
Currently I can either:
-render at 3840x2160, lose half of my resolution down the drain in the 3D scanlining process, and get 10 fps
or
-render at 1920x1080, lose half of my resolution down the drain in the 3D scanlining process, and get 540p resolution... no thanks....
D-Man11 said:I thought you were doing it for a performance gain, I didn't fully understand your question.
Set your desktop to 3840x2160, open custom resolution, set automatic to manual before doing anything else, change 3840/2160 to 1920/1080 in the top entries only.
That results in a small 1080p image in the center of the screen.
Of course I am doing it for a performance gain. My 3D scanlines are supposed to be 2160p but rendering a dx11 game in 2160p 3D = 10 fps... But if I use 1080p normally, that resolution gets halved too.
The only sensible/efficient thing to to is to render in 1080p, upsacle to 2160p, apply the 3D scanlines. This results in true full HD 3D with great framerates. GeDoSaTo can do this for dx9 games but not for dx11 games.
Currently I can either:
-render at 3840x2160, lose half of my resolution down the drain in the 3D scanlining process, and get 10 fps
or
-render at 1920x1080, lose half of my resolution down the drain in the 3D scanlining process, and get 540p resolution... no thanks....
Unfortunately, that alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
Set your desktop to 3840x2160, open custom resolution, set automatic to manual before doing anything else, change 3840/2160 to 1920/1080 in the top entries only.
That results in a small 1080p image in the center of the screen.
Of course I am doing it for a performance gain. My 3D scanlines are supposed to be 2160p but rendering a dx11 game in 2160p 3D = 10 fps... But if I use 1080p normally, that resolution gets halved too.
The only sensible/efficient thing to to is to render in 1080p, upsacle to 2160p, apply the 3D scanlines. This results in true full HD 3D with great framerates. GeDoSaTo can do this for dx9 games but not for dx11 games.
Currently I can either:
-render at 3840x2160, lose half of my resolution down the drain in the 3D scanlining process, and get 10 fps
or
-render at 1920x1080, lose half of my resolution down the drain in the 3D scanlining process, and get 540p resolution... no thanks....