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This group was created for fans of Dark Souls to discuss the PC version of the game!


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RECENT ANNOUNCEMENTS
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Dark Souls 2 PC Tweak Guide by Durante
Image Quality & Anti-Aliasing
The in-game anti-aliasing option enables a post-processing solution, more specifically FXAA3 with the “high quality” profile, as it is commonly provided in many modern games. While its implementation is of much higher quality than the blur available in the first Dark Souls PC port, it still suffers from the drawbacks inherent in such solutions (you can read more details about the various types of aliasing and anti-aliasing here[www.beyond3d.com]):
  • No anti-aliasing for sub-pixel structures (objects which have less width or height on screen than the size of a single pixel).
  • Instability in motion, because the edge blur is generated from individual images and not true scene data.
  • Slight unintended blurring of pixels which are not on aliased edges.
We have multiple options for improving image quality in the game. Since Dark Souls 2 supports arbitrary resolutions, one option is to use downsampling[www.tested.com], either as a replacement for, or in addition to, the in-game anti-aliasing setting. This allows us to achieve an arbitrary level of desired image quality, though with a serious performance hit.

Video Settings

In short, downsampling from 4k resolution and beyond makes most games look their very best, bringing out all possible detail while eliminating artifacts, but it requires a very powerful PC to maintain acceptable performance levels. The screenshot below was taken at the 7680x4320 resolution (16x “Full HD”!) shown in the image above and downsampled.

Screenshot

Using Nvidia Inspector
However, there is another, even better option for those of you with Nvidia graphics cards. I discovered a “compatibility flag” which works with Dark Souls 2 and enables the use of any level of SGSSAA (2x, 4x and 8x). In order to perform this tweak, you need to get Nvidia Inspector[www.guru3d.com] and set up the Dark Souls 2 profile as shown here:

Nvidia Inspector

It may be slightly confusing to select numbers associated with other games such as Diablo 3 and Demigod here, but all it means is that what Dark Souls 2 does in regard to rendering is similar enough to what these games do for that particular “hack” to work. Here are the specific steps you need to perform for Inspector-based tweaking in Dark Souls 2 (as annotated in the image):
  1. If it is not already there, add “darksoulsII.exe” to the list of executables associated with this profile, by clicking the icon with the small green “+”.
  2. [Only if you want to use HBAO+, see the next part of the article] Enter “0x0000001F” in the “Ambient occlusion compatibility” field.
  3. Enter “0x004412C1” in the “Antialiasing compatibility” field.
  4. Select “Override any application setting” as the “Antialiasing – Mode”, and select your desired level of SGSSAA in both the “Antialiasing – Setting” and “Antialiasing – Transparency Supersampling” fields. Higher levels are higher quality, but also cause a larger performance hit.
  5. [Optional] If you want to force full anisotropic filtering on all textures in the game, you may do so here.
  6. [Only if you want to use HBAO+, see the next part of the article] Set “Ambient Occlusion Setting” to “Quality”.
Better Image Quality in Motion
I previously described the drawbacks of the post-processing antialiasing method used in the game, but concepts like temporal stability and sub-pixel structures might appear quite abstract without an example. The following animation shows the difference on some swaying grass, which is an example of a thin structure in motion. To make the distinction more obvious, the image is scaled by a factor of 2 in both dimensions.

Note how the in-game anti-aliasing does not work well in this use case, causing flickering and image instability, while 4xSGSSAA handles the situation perfectly. AMD users need not fret, downsampling from a sufficiently high resolution can achieve similarly good results.

In-game AA vs. 4x SGSSAA

Ambient Occlusion
As you may have noticed in the earlier article, one effect in the game I haven’t discussed in depth so far is its integrated ambient occlusion setting. Ambient occlusion is a screen-space post-processing effect which aims to simulate global illumination. The basic idea is that less light reaches places which are behind objects, or inside fissures and gaps, so these locations should be darkened.

The in-game effect is a quite basic implementation, which sometimes gives more of a “2D drop shadow” effect than an approximation of how real light would behave. It’s still preferable to not having ambient occlusion at all, but modern methods can do much better. Perhaps the best realtime ambient occlusion method currently available is Nvidia’s HBAO+[www.geforce.com]. It can be forced in a variety of games using Inspector, and after a long search I found that the compatibility flag “0x0000001F“ works almost perfectly in the game. Sadly, just almost, as the effect gets applied after UI elements have been rendered, so you get strange “shadow” effects on the UI. Nvidia should be able to do something about that with an official profile, but whether they will do so remains to be seen.

The picture below compares no ambient occlusion, the in-game method, and HBAO+. Note how HBAO+ gives a much more smooth, natural and detailed lighting effect, without the “halos” and errors common in simpler AO methods. You can also compare the effects using the full-size screenshots hosted here (HBAO+), here (In-game AO) and here (No AO).

AO Comparison Gif

One additional advantage of HBAO+ which is not visible in screenshots is that it is much more stable in motion, and does not “flicker” around small objects such as hair or grass.

In terms of performance, the in-game method is very lightweight, increasing GPU usage on my GTX 770 by about 4 percentage points in that particular scene (50% to 54%). HBAO+ requires more computation, but is still very efficient given the high quality result. It increases GPU usage to 60% when testing the same scene.

This announcement is out of space. To continue reading, go to the original article linked above.

541 Comments
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Ixhorb 12 Apr @ 5:13am 
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Dainty Biberveldt 30 Mar @ 11:04pm 
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aFlyingSoul 13 Mar @ 1:38am 
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bl1sk6 (busy) 15 Jan @ 8:37pm 
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