What's new in Dark Souls Internal Rendering Resolution Fix (DSFix) 2.4

Jan 20, 2015
  • The FPS override now scans the binary to try and find the correct addresses to perform the patching required for variable FPS support (Nwks)

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 2.2 (Sep 30, 2013)

  • Updated AA, SSAO and HUD-less screenshot functionality to be compatible with latest Dark Souls version
  • Screenshots are now stored as PNG
  • Reduced number of state changes with AA and SSAO enabled
  • Added “VSSAO2″ advanced AO option (based on a configuration contributed by Asmodean)

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 2.1 (Sep 26, 2013)

  • Made FPS unlocking compatible with the updated version of Dark Souls released 2 days ago
  • Added a configurable pause key (built for taking nice action screenshots. Don’t try to use online. May break stuff horribly)
  • Changed frame rate calculation to perhaps prevent rare 59 FPS issue when playing for a long time

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 2.0.1 (Dec 21, 2012)

  • Fixed issue introduced with the HUD modifications

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 2.0 (Dec 21, 2012)

  • Updated the framerate unlock feature to work with the patched version of the game (Nwks)
  • Updated post-processing AA to work with the patched version of the game
  • Fixed an issue where hudless screenshots would sometimes not correctly capture some effects
  • Added “presentWidth” and “presentHeight” to the .ini for full control over (windowed) downsampling. For example, if you want to downsample from 2560×1440 to 1080p, you would use renderWidth 2560, renderHeight 1440, presentWidth 1920 and presentHeight 1080. If none of that makes sense to you just leave these values at 0

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.9 (Oct 26, 2012)

  • Added 2 new ambient occlusion algorithms: HBAO and SCAO. However, the existing VSSAO is still the best option in terms of visuals/performance.
  • Added a scale option for ambient occlusion on lower-end systems. Also useful if you want to downscale from a high resolution but not compute the SSAO at that resolution. This option works for all AO algorithms.
  • Disabled hotkeys when Dark Souls is not active. Previously, you could e.g. toggle the frame rate limit or take screenshots inadvertently when DS was not the active window.
  • Reinstated the texture filtering option with slightly better implementation.
  • Small bug fixes in frame rate limits calculation.
  • Rework WindowManager::resize to center the window along with resizing, and call on startup. Also fix small style issue with the borderless fullscreen toggle (wT)

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.8 (Oct 21, 2012)

  • Added an FXAA option in addition to SMAA. FXAA is blurrier, but also deals with sub-pixel aliasing better because of that. It’s also very slightly cheaper in terms of performance.
  • Added the ability to bind a key to toggle a 30 FPS limit for a short time. By default it’s bound to backspace. This is useful to fix issues with the FPS unlock, see below.
  • Greatly improved depth usage in the SSAO shader. This means that the SSAO effect is now more stable at different distances from objects.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.7 (Oct 1, 2012)

  • Re-implemented the FPS limiter. It’s quite exact now and also performed at a better point in time (before presenting the frame)
  • Made frame period calculation (for animation) slightly more exact
  • Added FPS thresholding for SMAA. What this means is that you can supply a value – say 45 FPS – and if the game is in danger of dropping below that, SMAA will be disabled. It will be re-enabled once the framerate is safely above the threshold again.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.5 (Sep 24, 2012)

  • Bugfixes:
  • Fixed an issue with SSAO being rendered on top of particle effects/fog/water, instead of below them.
  • Improved the method used to determine when in the render pipeline to apply SMAA/SSAO, and also included more robust renderstate management. (This may fix the random display corruption issue people have been sporadically reporting ever since SMAA was included)
  • Tweaked the SSAO parameters a bit
  • New features:
  • As many modders requested, you can now load .dds texture overrides in addition to .png
  • It is now possible to set the desired target FPS of the game in the .ini

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.4 (Sep 15, 2012)

  • Textures with a hash code starting with 0 will now be correctly named when dumped and loaded when overriden (with prefix 0s). Every hash is 8 charaters long.
  • Fixed the cause of the latest fullscreen alt-tab crash (hopefully).
  • Fixed modified HUD performance, particularly in conjunction with SMAA and VSSAO.
  • The performance impact should now be negligible.
  • Fixed modified HUD not showing effects like poison or bleeding correctly.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.3 (Sep 14, 2012)

  • Bugfixes:
  • Fixed dynamic shadows being cut off in some areas
  • Fixed some icons still not correctly hidden by Hud toggle
  • New features:
  • HUD scaling
  • HUD opacity settings (per component)
  • Minimalistic HUD mode (removes the weapons and item/spell name display)

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.2 (Sep 12, 2012)

  • Bugfixes:
  • Fixed some symbols still appearing with HUD toggled off (buttons, dashes, etc)
  • Fixed cut-off messages at some specific resolutions
  • Improved SSAO quality and speed, reduced distant artifacts (there is still some flickering, this is due to the method, use weak SSAO or downsample to mitigate this)
  • New features:
  • The screenshot folder can be specified in the .ini (this was a popular request)
  • Texture override functionality! Any texture in the game can now be customized, e.g. for changing the button prompts or adding higher resolution fonts.
  • In conjunction with the above: texture dumping. This will provide you with the base textures for the game and their hash code, so that you can override them. This is only for people who want to create their own override textures.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.1 (Sep 10, 2012)

  • Bugfixes:
  • SSAO depth buffer inaccuracy fixed. Removes line artifacts from SSAO.
  • Added further renderpipeline state restoration after SMAA and checks whether we are at the correct stage. May (again) fix the SMAA issues some people are having.
  • Fixed windows scaling issue when toggling between borderless windowed fullscreen and windowed mode.
  • New features:
  • SSAO is now configurable in the .ini, with 3 strength presets (low, medium and high).
  • Optional high-quality DoF blur. This allows you to set the sharpness as intended while still maintaining very high DoF image quality.
  • And maybe the most requested one: HUD on/off toggle as bindable key action. Default is the right Ctrl key.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 1.0 Alpha (Sep 8, 2012)

  • This version fixes the following issues:
  • Crashing when alt-tabbing back into fullscreen mode
  • Correctly restore the render pipeline after the SMAA step (this may fix the sporadic issues with SMAA)
  • It introduces these features:
  • All the hotkeys are now configurable in DSfixKeys.ini
  • Integrated SSAO. Note that there are still some artifacts caused by the effect. The adventurous can enable the “reloadSSAOEffect” keybinding and try to tweak the VSSAO.fx effect file.

New in Dark Souls Internal Rendering Resolution Fix (DSFix) 0.9.1 Alpha (Sep 5, 2012)

  • Fixed bugs:
  • Save backups should now be correctly limited to the amount specified
  • Language override is more resilient in case of crashes (original settings will still be restored at the next shutdown) and cleans up the registry once it restores the original settings
  • New features:
  • HUD-less screenshots can be taken with F5. (This is a bit slow and only does bmp right now, I’ll fix that when I have time)
  • SMAA integration.