The solution is a plugin system, which allows for plugins written in C++.
With GeDoSaTo becoming more general, there was a need to be able to target individual games without polluting the entire codebase. This article will teach you how to use these capabilities in your own games, and walk through the entire process using Mass Effect 3 as an example.
GeDoSaTo’s generic plugin offers all the widely popular functionality of injectors such as SweetFX -SMAA injection, high quality tone mapping, HDR effects, color, contrast, sharpness and gamma adjustments and more-but better, as it allows you to target the application of those effects exactly to where they are needed, while not affecting UI elements or the HUD of games. And this is where this article comes in-it is not necessary to know any programming to make significant enhancements to specific games, thanks to the power of the generic plugin. One example is Lanczos downsampling, which preserves/enhances small-scale detail, as you can see in this example – a cropped 5120×2880 to 1920×1080 downsampling from Might & Magic X: Legacy:Ĭrucially, the full source code for GeDoSaTo is now available on GitHub, and I welcome all contributions, including bug-fixes, feature or compatibility enhancements and new game profiles. Dark Souls 2 is now just one plugin rather than the main focus, compatibility has increased greatly-at this point in time it’s more likely for any random DX9 game to be supported than not-and new, higher quality downsampling algorithms were added. Since then, its scope and applicability have expanded greatly. At first, it primarily focused on offering a set of graphical enhancement for DS2, but also supported downsampling in a limited set of DirectX 9 games. Ībout 3 months ago, at the same time as the PC release of Dark Souls 2, I released a new tool called GeDoSaTo. In April 2014, he wrote a series of articles for PC Gamer about modding Dark Souls 2. In 2012, Peter “Durante” Thoman wrote the popular mod DSfix for Dark Souls: Prepare to Die on PC.