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Re: Dark Souls III - 21:9 Broken

Posted: 05 May 2016, 11:41
by Toothless Spoon
Amon also started a thread on the official forums here:

http://forums.bandainamcogames.com/show ... ls-III-(PC)-Vignetting&highlight=vignetting

Everyone head over there and smash it.

Re: Dark Souls III - 21:9 Broken

Posted: 06 May 2016, 14:40
by CY:G
The souls Unsqueezed steam page no longer exists :( Wonder whats going on, regardless, the github page is still up:

https://github.com/Kaldaien/SoulsUnsqueezed

Re: Dark Souls III - 21:9 Broken

Posted: 08 May 2016, 00:29
by cdr
CY:G wrote:The souls Unsqueezed steam page no longer exists :( Wonder whats going on, regardless, the github page is still up:

https://github.com/Kaldaien/SoulsUnsqueezed


Idiots were trolling the author on Steam, so he quit. No good deed goes unpunished. Hopefully he reconsiders or someone else picks it up.

Re: Dark Souls III - 21:9 Broken

Posted: 10 May 2016, 21:22
by Kaldaien
Apologies to those having taskbar problems, it is related to the window centering code.

It takes the screen real-estate minus the task bar, to compute the offset for window centering. If your selected windowed resolution is the same as desktop, go ahead and turn that feature off.

    The official release of 0.2.0 will fix this.

For now, I would suggest using the dxgi.dll from here and the tweak tool from here. Go to the Graphics tab and make sure Center Window is unchecked, also turn Aspect Ratio Correction to On.

The HUD Stretch feature is not something you are locked into, by the way. The INI setting is just how it will start, you can always press Ctrl + Alt + Shift + . to toggle it in game, I find this necessary to hid visual artifacts on the sides of the screen (will be fixed in a later version).

---

I do not monitor these forums often, so it is easiest for me if you could post anything on the Steam forum post for the project.

Re: Dark Souls III - 21:9 Broken

Posted: 11 May 2016, 05:55
by Amon Amarth
Kaldaien wrote:Apologies to those having taskbar problems, it is related to the window centering code.

It takes the screen real-estate minus the task bar, to compute the offset for window centering. If your selected windowed resolution is the same as desktop, go ahead and turn that feature off.

    The official release of 0.2.0 will fix this.

For now, I would suggest using the dxgi.dll from here and the tweak tool from here. Go to the Graphics tab and make sure Center Window is unchecked, also turn Aspect Ratio Correction to On.

The HUD Stretch feature is not something you are locked into, by the way. The INI setting is just how it will start, you can always press Ctrl + Alt + Shift + . to toggle it in game, I find this necessary to hid visual artifacts on the sides of the screen (will be fixed in a later version).

---

I do not monitor these forums often, so it is easiest for me if you could post anything on the Steam forum post for the project.


Hey Kaldaien, do you have any plans to look at a possible fix to remove the vignetting?

Re: Dark Souls III - 21:9 Broken

Posted: 12 May 2016, 06:05
by cdr
Borderless windowed now works great in the 0.2.1 version.

Re: Dark Souls III - 21:9 Broken

Posted: 12 May 2016, 10:23
by Padellus
With soulsqueeze fix the game not start in 1280x1024. And 'everything configured according to the instructions, I click launcher but nothing happens.

EDIT: Now with 0.2.1 version works good! Great! :twothumb: :rockout:

Re: Dark Souls III - 21:9 Broken

Posted: 13 May 2016, 15:39
by QwobVN
New update butt-fucked 21:9 boyzzzz

Re: Dark Souls III - 21:9 Broken

Posted: 13 May 2016, 20:40
by Armin1702
Why should it. Just re-edit the new .exe.

Image

Re: Dark Souls III - 21:9 Broken

Posted: 14 May 2016, 08:44
by Maverick618
QwobVN wrote:New update butt-fucked 21:9 boyzzzz


Every new patch will screw up the 21:9 fix, because it overwrites the hexedit of the .exe. Just make the change again, takes about 30 seconds, and boom ready to go.

Re: Dark Souls III - 21:9 Broken

Posted: 17 Jul 2016, 20:54
by jw48
Have I gone brain dead again ? I been using the Hex editor method to allow game play at 5760x1080 since it was published. And every time the lads over From Software introduced new versions I just went in and re-edited the DS3.exe "from 800700003804 (1920x1080) to 801600003804 (5760x1080) and I'd be back in full screen. Also kept " game save file" in read only mode. Now all of a sudden only my center monitor is showing the game even though the left and right screens are alive. Anybody got any suggestions short of replacing my rig?

Re: Dark Souls III - 21:9 Broken

Posted: 29 Jul 2016, 16:28
by epspl9
upgraded from 2560x1080 to a 3440x1440 and it seems like the old method of replacing the hex values no longer works.

replaced all instances of 398EE33F with 8EE31840, config file is set to 3440x1440 windowed as well. But the highest res available in windowed mode in the game is 2560x1440.

oops, nvm, replaced the wrong value. all good now.

Re: Dark Souls III - 21:9 Broken

Posted: 10 Nov 2016, 21:08
by Nasser-Qa
Hi all - wow this is a long thread...

I just bought a new computer, with dual titan x pascals, 6859 hz, m.2 hard disk, etc.

I know its supposed to be strong, but I am not good with technical stuff. I read the replies again and again but I really couldn't understand how to do this.

I have 3 144hz screens 27' each Benq - my current bezel correction resolution is 7956 * 1440

I am hoping I can run this game ion three screen with highest settings, but the comments are too difficult.

Can someone please explaing to me what I need to do in simple steps??

Forgive my ignorance,.,,

Re: Dark Souls III - 21:9 Broken

Posted: 04 Jan 2017, 11:14
by Amon Amarth
Amon Amarth wrote:Has anyone found a way to remove the vignetting?


I don't suppose we can expect to see a fix from someone at least this year?

Re: Dark Souls III - 21:9 Broken

Posted: 04 Jan 2017, 17:17
by Peer_Review
Amon Amarth wrote:
Amon Amarth wrote:Has anyone found a way to remove the vignetting?


I don't suppose we can expect to see a fix from someone at least this year?


Well, it must be a simple HLSL Post shader; almost certainly in a .fx/.h(etc..), file. It might be by itself, or in a shader file with some of the other post effects. So identifying it should be extremely straightforward. Then all that needs to be done is: 1)Find a way to unpack From Software's .bdt asset archives (the .bhd's are almost certainly the indexes accompanying said archives. so no need to mess with those. 2) locate the shader files. 3)find the vignette code (Which should be very few lines) 4)Altering the vignette code.
[edit: I forgot #5]-- 5) Repack said archive with modified file and place back in game directory.

It should usually have the word Vignette actually in the syntax and be accompanied by some values correlating to screen edges (+x,-x,+y-y,)or (+pixel.x,-pixel.x,+pixel.y,-pixel.y) or (+tex.x,-tex.x,+tex.y,-tex.y,) something of that nature. It should also contain a colorInput texture of some sort, and end in something along the lines of: return colorinput;

Code: Select all

for example The common TV style one found in certain certain shader suites (This one is from an ENB) (-x*x+x) * (-y*y+y): 

                tex = -tex * tex + tex;
      colorInput.rgb = saturate(tex.x * tex.y * 100.0) * colorInput.rgb

or a round formula: (-x*x+x) * (-y*y+y)

             float tex_xy = dot( float4(tex,tex) , float4(-tex,1.0,1.0) );
        colorInput.rgb = saturate(tex_xy * 4.0) * colorInput.rgb;


Then just playing with the values until it gets to an acceptable level, Flat out removing it, or leaving an empty file might also work just fine (empty if it is the only shader present.) Although coming a cross a null value or not finding the file at all may bug something out if anything else depends on its output or it is supposed to point to another shader, or....

Since there are texture mods available for DS3 on the Nexus. There is almost certainly a utility there as well for opening the archives. I'm on a business trip currently but get back Friday night so if no one has looked at it yet. I'll try and work it out. However, I am sure anyone can do it as long as they just aren't intimidated by the shader code. It is really very simple to follow and edit/write very basic shaders like vignette, sepia, basic sharpening, and (some types of) tonemapping. Besides it is a fun little project to engross ones self in if you want to learn about these types of things, and a great place to start. :twothumb: :twothumb: