iselvisforreal

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  • iselvisforreal
    Participant

    For AMD, you can actually use downsampling to pick resolutions higher than those of your monitor. I previously used those with VorpX. Instructions here:

    https://forums.guru3d.com/threads/downsampling-with-amd-crimson-demonstration.404125/

    in reply to: Dishonored #175909
    iselvisforreal
    Participant

    Hi,

    Sorry, I haven’t found a better solution.

    in reply to: Dishonored flickering issue #175908
    iselvisforreal
    Participant

    Hi,

    Z3D is one way to turn off the flickering which seems to be an issue primarily with Radeon cards.

    There’s another one that *might* appeal more to some who prefer to keep Geometry3D:

    Disable FloatingPointRenderTargets in the DishonoredEngine.ini. This reduces the color space, I think, but preserves the “depth” of G3D.

    Mentioned here by the way – if you searched the forum first, you would have found this solution a while ago:

    Dishonored

    in reply to: Downsampling question #167418
    iselvisforreal
    Participant

    I generally do downsampling through the Radeon driver with custom 4:3 resolutions (e.g. 1920×1440, 2560×1920) – they then need to be selected in-game as the game’s resolution. Works for example in Bioshock and Dishonored.

    Here a few hints to get started:
    – AMD has VSR and NVidias DSR which are a driver-side downsampling technology (doesn’t work on my setup; likely because of ultrawide monitor)
    – GeDoSaTo works well for DirectX9 games only through injection (might conflict with vorpx; I haven’t tested this)
    – The solution that I use involves some registry hackery – the advantage over GeDoSaTo is that it works with any game including DirectX11:
    https://forums.guru3d.com/threads/downsampling-with-amd-crimson-demonstration.404125/
    I think there are some analogue instructions for nvidia on guru3d…

    As I said, this method works well so far with VorpX for me.

    in reply to: Dishonored #167217
    iselvisforreal
    Participant

    There appear to be different types of flickering issues. Let me describe mine with solutions that I found:

    Initially, I had massive flickering all over the screen, with different sections flickering at a different rate, starting at the main menu screen (or rather the initial “DISHONORED” title screen before the main menu). Yes, before any DirectVR attempts. And DirectVR didn’t change anything when it worked, or when it failed.

    I figured out soon that this occurs only with Geometry3D, but not Z-normal/Z-adaptive, but G3D is just so much better when it works, like in other games…

    So I took a look at the settings files. First, I realized that my settings files are laid out differently than what other resources have described. There is no DishonoredGame\Config\DishonoredEngine.ini, but those settings appear to be in Engine\Config\BaseEngine.ini. It appears that the flickering that I had in Geometry 3D is related to some floating point operations because setting “FloatingPointRenderTargets” to False resolved the flickering in G3D completely. Unfortunately, the graphics quality suffers – increased banding, and poor lighting effects are a result – but Geometry 3D works, and it is so much better than the Z modes!

    Not sure if anybody else can replicate this, or if anyone knows of a possible fix that preserves the graphics quality AND allows for working G3D on my configuration…

    By the way, my setup is a Ryzen 5-1400, Radeon RX570, OSVR HDK2, 8GB RAM, VorpX version 17.2.3, Radeon Software Version 17.9.1, Windows 10…

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