What's new in GeDoSaTo Dark Souls 2 Edition Beta 0.21

Jan 29, 2016
  • General:
  • Config: allow generalized list configs
  • Shader manager: check against a set of hashes rather than just one
  • Generic depth plugin:
  • Add hash identification for when to apply AO
  • SAO: add depth-dependent fadeout

New in GeDoSaTo Dark Souls 2 Edition Beta 0.19 (Oct 26, 2015)

  • The blacklist feature is gone completely. Every executable you want to run with GeDoSaTo now needs to be whitelisted. It’s safer, reduces complexity, and is really not much work at all.
  • Due to purging the old dual-injection method, the “delayDetouring” option no longer exists. The hope is that games which required it will now simply work anyway, due to the more solid implementation.
  • As you can already see to some extent in the illustration, it’s possible that the new injection mechanism leads to hooks being initialized only after a game has already performed some processing. This has not occurred in my limited testing so far, but it could nevertheless be an issue.

New in GeDoSaTo Dark Souls 2 Edition Beta 0.16 (Dec 27, 2014)

  • The TL;DR version of the updates is this:
  • Fixed a number of memory leaks which caused instability in pretty much all games. In some (most?) it was unnoticeable, but in Final Fantasy 13 and 13-2 crashes could occur as early as after 15 minutes of playtime.
  • All of that should be fixed now.
  • As a result of that fix, if you are looking to find a PSHash or VSHash for a game (and only then!) you should enable the new trackShaders option.
  • I’ve also improved keybinding modifier support and borderless fullscreen support.

New in GeDoSaTo Dark Souls 2 Edition Beta 10 (Jul 28, 2014)

  • General:
  • Added feature to disable HUD (in games with a targeted injection profile)
  • Added keybinding to toggle through scaling methods
  • Added option to prevent Steam Overlay loading (thanks GoaLitiuM)
  • Added “loadD3DEarly” compatibility option
  • Now possible to list and query readable app name from whitelist
  • Fixed downsampling with more than 3 levels
  • Fixed stupid typo preventing games with backbuffer formats other than the default from working correctly (thanks Boulotaur2024)
  • Fixed crash when framedumping, store framedumps as TGA, create folders for each
  • Fixed crash with special characters in blacklist/whitelist entries
  • Fixed “interceptOnlySystemDlls” with nonstandard system paths
  • GeDoSaToTool:
  • Can now sort black/whitelists
  • Fixed working directory when launched at windows startup
  • Generic Plugin:
  • Show exe name and (if available) readable name in status display
  • Added option to target screenshots/postprocessing to specific renderstate changes (“injectRenderstate [state],[value]” — example of use in Ys Origin profile)
  • Added lots of profiles, thanks to all the contributors

New in GeDoSaTo Dark Souls 2 Edition 0.9 Beta (Jul 14, 2014)

  • General:
  • Added nearest neighbour scaling option (this is intended to be used for upscampling in retro games, not downsampling)
  • Added “interceptOnlySystemDlls” option to potentially increase compatibility with 3rd party injectors
  • Fixed enum ordering in the scaler (should *really* fix Mafia 2)
  • Fixed overlays/console not rendering in some games
  • Fixed normal resolution screenshot regression introduced in beta 8
  • Fixed initialization for games which use automatic depth/stencil generation (e.g. Witcher 1)
  • Fixed initial render state settings
  • GeDoSaToTool:
  • Added option to launch at windows startup
  • Added command line option for launching minimized
  • Check for and resolve leftover registry entries on startup
  • Generic Plugin:
  • Extended postprocessing/screenshot targeting functionality (can now delay to first draw after marked pixel shader is set)

New in GeDoSaTo Dark Souls 2 Edition 0.8 Beta (Jun 30, 2014)

  • General:
  • Added ability to have per-game postprocessing shaders
  • Added the “forceAlwaysDownsamplingRes” option (can be used to make reluctant games – like Divinity:OS – show downsampling resolutions)
  • Added Lanczos downsampling filter option
  • Changed default screenshots to also capture GeDoSaTo overlays
  • Made screenshot-taking asynchronous (basically 0 performance hit for the first SS)
  • Restored neutral render state before downsampling [Boulotaur2024]
  • Refactored rendertarget management (to easier turn API agnostic later)
  • GeDoSaToTool:
  • Implemented alternative dll injection strategy (for games which build the
  • D3D device before doing anything which would be caught by the default)
  • Prevented multiple instances of GeDoSaToTool being started
  • Added startup checks for path validity and admin rights
  • Added basic editors for postprocessing shaders

New in GeDoSaTo Dark Souls 2 Edition 0.7 Beta (Jun 14, 2014)

  • General:
  • Fixed Alt-tab crash when downsampling in fullscreen mode (!)
  • Added IDirect3DSwapChain9 interception (fixes compatibility with some games, e.g. Dragon Age Origins)
  • Screenshot fallback to full-size if hudless not available
  • Fixed Z/stencil buffer format detection (fixes e.g. GTA4)
  • Improved handling of automatically generated z/stencil buffers (don’t duplicate, we don’t need an original-res depth buffer when downsampling)
  • Generic Plugin:
  • Store screenshots after AA/postprocessing, not before
  • Only use float BB if required (should improve AA/post performance on most games)
  • Added ability to specify a “marker” pixel shader in the configuration, in order to apply AA/postprocessing before HUD rendering and capture hudless screenshots
  • GeDoSaToTool:
  • Added ability to edit game profiles using the built-in editor (still need to be created externally)

New in GeDoSaTo Dark Souls 2 Edition 0.6 Alpha (Jun 2, 2014)

  • General:
  • Large-scale internal rewrite introducing game-specific plugin system
  • Moved all Dark Souls 2 specific code to a Dark Souls 2 plugin
  • Added generic plugin which supports AA and postprocessing in games without a game-specific plugin
  • Added performance monitoring system (per-frame CPU and GPU timing)
  • Added per-game settings support
  • Various bugfixes
  • Dark Souls 2:
  • Added option for different types of SSAO blur (the softer and better performing one used pre-0.5, and a fixed version of the sharper one introduced in 0.5)
  • GeDoSaToTool:
  • Now start up activated by default
  • Added Text viewer/editor component for readme viewing and editing setting files (has various text highlighting and autocompletion features)
  • Fixed black/whitelist handling in some circumstances
  • Fixed tray icon persistence in case of errors

New in GeDoSaTo Dark Souls 2 Edition 0.5 Alpha (May 19, 2014)

  • Added new HDR bloom & eye adaption effect. Some example screenshots: 1 2 3 4 5. It’s highly configurable in the effect file. Also, it’s not particularly performance intensive, since it does large-scale gaussian blooming on a rendertarget pyramid.
  • Improved the SSAO smoothing. It now takes relative depth into account, resulting in more detailed SSAO particularly on small features.
  • Added Asmodean’s postprocessing suite as an option. It’s softer and features cinematic tone-mapping, and gives quite a different result from the profile included previously (which is still the default). Performance is comparable over both options. Default Postprocessing / Asmodean Postprocessing. Of course, both options can be customized in detail.
  • I’m now distributing the release mode .dll of GeDoSaTo, which could result in a minor performance increase.

New in GeDoSaTo Dark Souls 2 Edition 0.3 Alpha (Apr 28, 2014)

  • Apply SSAO to early linear HDR framebuffer (in order to avoid fog/alpha issues)

New in GeDoSaTo Dark Souls 2 Edition 0.1 Alpha (Apr 25, 2014)

  • Added Dark Souls 2 specific effects:
  • VSSAO2
  • Postprocessing
  • Ultra SMAA
  • Bokeh DoF