Dark Souls 2 v0257

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Re: Dark Souls 2 v0257

Wickfut
Well, you're using Postprocessing 3 in your enbeffect.fx? That has values for adaptation in it.

Raevox
Make sure GeDoSaTo is unloaded from memory. It doesn't add anything to the game folder, so it can only conflict if you have it activated. If unloading fails, restart your PC or put Dark Souls 2 on the blacklist.
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Re: Dark Souls 2 v0257

midhras wrote:Raevox
Make sure GeDoSaTo is unloaded from memory. It doesn't add anything to the game folder, so it can only conflict if you have it activated. If unloading fails, restart your PC or put Dark Souls 2 on the blacklist.
Thanks, but that sadly didn't work. Even after disabling GeDoSaTo the custom resolutions it adds stick around (I usually only see a handful - maybe 7)... only in fullscreen mode. Windowed mode only displays the default resolutions, interestingly enough. Either way, fullscreen or not, I still CTD somehow.

I won't chase this topic here any further though. Just in case this is considered thread hijacking (it kind is). Thanks again!

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Re: Dark Souls 2 v0257

Sadly I don't have too much time on my hands these days, but spurred on by the screenshots posted here I decided to give this game a try and I have to say I was pleasantly surprised: what a great romp that harks right back to the good old days, and once again ENB just adds tremendously to the visuals.

I'm not experiencing crashes with NT4.0 compatibility mode, and as far as I can see the compatibility mode has no drawbacks - or does it?

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Re: Dark Souls 2 v0257

So ignoring the crashes that *some* people have, the only issue right now is the AO flickering.

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Re: Dark Souls 2 v0257

...that also some people have.
Is it maybe an ATI/AMD issue?
My AOs are fine.

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Re: Dark Souls 2 v0257

nattydread wrote:...that also some people have.
Is it maybe an ATI/AMD issue?
My AOs are fine.
Nope. I'm running SLI 780s and still have the issue. Go to Heide's Tower of Flame, or the Fork Road in the Shaded Woods. I have disabled SLI and still get the issue by the way.
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Re: Dark Souls 2 v0257

midhras wrote:Wickfut
Well, you're using Postprocessing 3 in your enbeffect.fx? That has values for adaptation in it.
ahh right. Thank you.

So which one doesn't? When I tried the others they seemed too dark and no amount of faffing about would get them bright enough without using the enb brightness settings - which mess the foggy forest level up when you do.

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Re: Dark Souls 2 v0257

nattydread wrote:...that also some people have.
Is it maybe an ATI/AMD issue?
My AOs are fine.
This issue seems to persist for everyone, in the same exact areas. I'm not very far into the game, just killed The Lost Sinner, so the only place I've noticed it is at Heide's Tower.

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Re: Dark Souls 2 v0257

If I'm remembering correctly, wickfut (and I can't check right now), HD6's CLENB config for Skyrim had a PP method in which he disabled adaptation. If that doesn't work, I have a highly complex enbeffect.fx that Kyo has written for Skyrim that inadvertently disabled adaptation as well (in fact I've been hammering him to re-enable it for Fallout - hi Kyo!). It's his DNI split PP method dubbed 'K'. I don't know if it would be easy to adapt that to DS2 if you're not familiar with it. Very many functions are embedded in the code. I think sometime in the future you may even see a DS2 ENB from Kyo. But I'm not sure (hi Kyo!). So try the enbeffect.fx from CLENB, which will cause you to do a massive rewrite, or just live with the adaptation.

Wasn't it Mindflux who a long time ago wrote a comment on how to disable adaptation in the enbeffect.fx? I can't recall. Mind is foggy. I bet if I went toying about in the shader I could disable it as well, but I'm not sure. I suck at code. Your best bet is just to cry for HELP?
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Re: Dark Souls 2 v0257

Just a thought Boris but you could always try a co-op, just hang back and follow someone else with more in game experience to the areas you want to look at. Not sure how viable of a solution that would be for you though.
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