Nier:Automata AO resolution & tutorial for manipulating game graphics

Nier: Automata is a great game, but sadly some of its effect buffers are stuck at 800×450 out of the box. I’ve put some work into that, and the resulting improvements can be quite significant:

But more importantly, I’ve finally done something I’ve wanted to do for quite a while: write up a tutorial for how to do the things I do, based on an example which isn’t too challenging but also not trivial:

Please give it a read, writing everything down and doing the images was at least as much

New GeDoSaTo Version, Status Update

It’s somewhat traditional (well, since last year) to have a Final Fantasy-related Christmas update.

This time around, I fixed a variety of bugs/missing features which made GeDoSaTo incompatible with Lightning Returns. After doing that, I also quickly discovered a PSHash for hudless screenshots which seems to work pretty well so far. Due to the way the game handles downsampling resolutions, you need to take some care when trying to get hudless downsampled screenshots, look in the .ini for details.

FF13 LR screenshotOther than the strange insistence on having a fixed set of supported resolutions rather than querying the OS Lightning Returns seems to be a pretty good port so far. At the very least, it doesn’t suffer from the random performance issues of the other two games in the trilogy. The gameplay seems fun as well so far.

DX11 / 64 bit status

People still frequently ask about these, so I thought I’d give a status update. For DX11, the vast majority of the relevant APIs are intercepted at this point, what’s missing is porting/reimplementing the support infrastructure required for downsampling and general operation (e.g. the text console, effect loading and application, rendertarget handling etc.) to the API. This is still a non-trivial amount of work.

64 bit support, on the other hand, would mostly just amount to compiling multiple versions of the .dlls, and setting the correct paths in the tool/loader. The only reason I haven’t done it yet is that it seems quite useless without DX11 support, given that 64 bit games are generally also DX11.


The latest version should also fix some other compatibility issues reported over the past few weeks (some, by far not all of them!), and even a few older ones, including installer issues – see the github tracker for details. I just hope it doesn’t introduce new ones, but if it does then do report them on github.

You can get the latest version by updating from within GeDoSaTo or with the installer provided here. And, as always, you can donate to support continuing GeDoSaTo development here.

Happy Holidays everyone!

Sayonara 544p

Sayonara Umihara Kawase recently got a PC port. I was pretty enthused about this since I like quirky physics platformers. Sadly, the port turned out to be resolution locked in perhaps one of the worst ways seen to date. People believed it to render at 960×544 (Vita resolution), but the truth is even stranger.

Anyway, this sunday at around noon I thought I could give fixing it a try, given that the game should be DX9 according to the Steam requirements. Well, after buying it, the first thing I learned was that it is actually DX11. This turned what I was hoping for would be a quick fix into a longer struggle, but nonetheless I managed to unlock the resolution (it’s what I do after all).

In the process of that I also learned that internally, the game actually renders to a 896×512 portion of a 1024×512 rendertarget !! That’s, IMHO, even more insane than the 960×544 1:1 Vita port people expected.

Anyway, the result looked like this:

Which is a pretty decent upgrade from this:

However, the background texture, specifically the bricks on the right, are really really awful. Too awful to be truly improved by anything other than someone going in and replacing them with a redrawn version, but nonetheless I was apparently hyper-motivated today so I tried.

I integrated the texture scaling code I wrote for PPSSPP a while back into GeDoSaTo, and (somewhat surprisingly to me) even managed to apply it to Umihara without making everything explode. It’s very limited in when it works right now, but there’s nothing in principle preventing it from being potentially applied to all kinds of DX9 and DX11 games if there is a desire for that.

Anyway, the final result, with hybrid xbrz+bicubic texture scaling, looks like this:

Which clears up the pixelly mess of bricks slightly, though obviously you can’t expect miracles from an automatic process.

I started at around noon, and what I intended to be a fun few hours coding romp leaves me here at 22:40, but I think it was worth it. I hope the other 2 people who are both into ultra-niche Japanese physics platformers and rendering quality enjoy it!

All of this is integrated in the latest version of GeDoSaTo, 0.18 “Disharmonized Genesis”. You can get the latest version with the installer provided here. And, as always, you can donate to support GeDoSaTo development here.

GeDoSaTo minor update, Pillars of Eternity, DX11

I just pushed a minor update to GeDoSaTo (which you can download here, as always), mostly to integrate the pull requests and new profiles people have contributed over the past 3 months or so.

With the release of Scholar of the First Sin, I also get a lot of renewed interest and questions about DX11 support in GeDoSaTo. The answer to that is still that I’d love to do it (and I also already laid some of the groundwork for it last year), but I simply don’t have the time right now between some increased load at my “real job” and still trying to get some gaming in. I do of course welcome any contributions, as always.

Speaking of gaming, Pillars of Eternity was released recently, and it’s really really good. You should play it.