GeDoSaTo Beta 10 Release – “Poltergeist”

Two weeks have passed, time for another release. Lots of fixes and additions in this one, and also many new profiles. My article seems to have worked to at least some extent, it’s great to see pull requests popping up on GitHub (even if most are not code).


  • General:
    • Added feature to disable HUD (in games with a targeted injection profile)
    • Added keybinding to toggle through scaling methods
    • Added option to prevent Steam Overlay loading (thanks GoaLitiuM)
    • Added “loadD3DEarly” compatibility option
    • Now possible to list and query readable app name from whitelist
    • Fixed downsampling with more than 3 levels
    • Fixed stupid typo preventing games with backbuffer formats other than the default from working correctly (thanks Boulotaur2024)
    • Fixed crash when framedumping, store framedumps as TGA, create folders for each
    • Fixed crash with special characters in blacklist/whitelist entries
    • Fixed “interceptOnlySystemDlls” with nonstandard system paths
  • GeDoSaToTool:
    • Can now sort black/whitelists
    • Fixed working directory when launched at windows startup
  • Generic Plugin:
    • Show exe name and (if available) readable name in status display
    • Added option to target screenshots/postprocessing to specific renderstate changes (“injectRenderstate [state],[value]” — example of use in Ys Origin profile)
    • Added lots of profiles, thanks to all the contributors

Download GeDoSaTo 0.10 “Poltergeist” here. And if you just found out about GeDoSaTo or have been using it for a while and want to encourage further work on it donations are always welcome.

One more thing: if you want to report bugs or request features, please do so at github. It’s much easier to follow, manage and discuss such things there than in the blog comments!

GeDoSaTo Beta 9 Release – “Underground Network”

This is mostly a bug-fixing and compatibility release, while under the hood changes continue to get ready for broader API support (which, before you ask, is a lot of work and will still take a while).


  • General:
    • Added nearest neighbour scaling option (this is intended to be used for upscampling in retro games, not downsampling)
    • Added “interceptOnlySystemDlls” option to potentially increase compatibility with 3rd party injectors
    • Fixed enum ordering in the scaler (should *really* fix Mafia 2)
    • Fixed overlays/console not rendering in some games
    • Fixed normal resolution screenshot regression introduced in beta 8
    • Fixed initialization for games which use automatic depth/stencil generation (e.g. Witcher 1)
    • Fixed initial render state settings
  • GeDoSaToTool:
    • Added option to launch at windows startup
    • Added command line option for launching minimized
    • Check for and resolve leftover registry entries on startup
  • Generic Plugin:
    • Extended postprocessing/screenshot targeting functionality (can now delay to first draw after marked pixel shader is set)

Basically, this release further improves compatibility, fixes some bugs and increases the functionality of the generic plugin. It also adds some requested useability features to GeDoSaToTool.

Download GeDoSaTo 0.9 “Underground Network” here, and if you want to encourage further work on GeDoSaTo donations are welcome.

There are even more options which can be configured per-game now, so if you find some compatibility settings (or good postprocessing options) for a given game please contribute on github.

Edit: Oh, and yes, Chrome is probably still falsely flagging GeDoSaTo. Take it up with Google, their processes for trying to get this fixed are stupid.