
Ambient occlusionĪs shown in the earlier tweaking guide, the in-game ambient occlusion effect is very blurry, temporally unstable, and generally low quality. Rest assured that less extreme versions are just a small configuration change away. Note that for the screenshots in the following sections, I have chosen extremely strong versions of each, in order to better show off the effects. Which, by the way, I can now beyond any reasonable doubt confirm to be FXAA, looking at the shader code.Īn additional advantage other than quality of performing these effects in a mod is configurability: all the shader files and parameters are available in plain text files, and can be tweaked to everyone's individual preferences. Conversely, the tentatively titled “GeDoSaTo: DS2 edition” uses new tools I developed to reliably recognize the shaders used by game, and simply applies its effects instead of the original Dark Souls 2 AA pass. When we discussed library call interception I noted that the largest challenge lies in finding the right time to act.ĭSfix used a complex and error prone mechanism based on per-frame counters and cryptic event sequences. These modifications are more stable than in any other mod I have created so far.

While downsampling and texture modding are basic GeDoSaTo features applicable to every game, I've used the generic basis provided by GeDoSaTo to implement further effects, which are specific to Dark Souls 2. Another fact I learned during the development of this mod is that high quality shadows use a 4096x4096 render target.

Certainly not a texture you would create for a game primarily targeted at running in 1280x720. One interesting thing I found out while texture dumping is that some of the game's armor textures sport a massive 2048x4096 resolution, easily on par with everything I've seen in any PC title before.
