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翻訳の問題を報告
I actually don't use "DSR" any longer, instead I use "Custom Resolution" in the Nvidia Control Panel. Both can't be enabled at the same time, but they're doing the same thing although with the caveat that you can't configure the smooth filter of using a custom resolution, although the default looks fine for me. And obviously a custom resolution grants me more exact options to play around with.
Oh, although for some weird reason trying to add a custom resolution have a bug that might prevent some users from doing so. It turns out that the custom resolution chosen does not >really< respect the refresh rate you pick when it tries to test the resolution. Instead it uses the current refresh rate as used by Windows, and this prevents custom resolutions from being added if you have a resolution above 60 Hz currently set.
So you'll have to:
1. Lower the refresh rate of the monitor in Windows to 60 Hz.
2. Add the new custom resolution for 60 Hz. Now it'll test fine and be added to the list.
3. Raise the refresh rate of Windows back to the default.
4. If playing a game which does not automatically use the highest available refresh rate, use Special K to override the refresh rate the game requests to always request the highest. This will cause Nvidia's control panel to output the game in the higher refresh rate despite the fact that technically you only added it as 60 Hz.
And that's how you get 3200x1800 -> 2560x1440 at 144 Hz, or something else :D
It's not hard, but it took a while to fully break down the "steps" needed to fully make use of the custom resolutions list. And now I'm glad I did :D
This actually highlights my main issue with DSR. You have no idea what resolution those multiplier result in unless you do the math or enable everyone and sees what options gets added to the resolution list. They're also based on the >native< resolution of your monitor, and not something else. For example, I am pretty sure I can't even get an exact 3200x1600 using DSR on my monitor, since the native resolution is 2560x1440.
This is my current custom resolutions: https://i.imgur.com/gTP2gE1.png
Here's all I can get by using DSR: https://i.imgur.com/e0Ww3LM.png
None of those seem like they would solve the 1600x900 resize issue of NieR:Automata's assets, since neither is an exact multiplier or even a half multiplier (if you get what I mean?) of 1600x900.
(So 2560x1440, 3840x2160 and 5120x2880 for the newest models thankfully with a bit of leeway for custom resolutions.)
EDIT: I liked GeDoSaTo's approach but I guess it wouldn't be as easy to implement as a simple slider or toggle in the GPU settings and unfortunately the DX11 implementation was never finished.
Set a resolution, set what it should scale to and done plus settings for scaling method and compatibility for off center cursor correction if the game needs it.
(And some additional settings for compatibility or advanced overrides.)
Though even later versions met with issues in some D3D9 games requiring the use of specific plugins for deeper overrides.
EDIT: Though Nier here from what I know is compatible with downsampling at least up to 3840x2160 which is also officially supported, not too sure how SpecialK deals with downsampling and I believe ReShade has some problems with it too if that's used.
(Since it's running at a higher than native res and is being scaled down.)
Oh, sorry, I didn't properly phrase it for the FAR thread.
Special K is the same as FAR, basically. So all you have to do is open the dinput8.ini file within the NieR:Automata folder and change RefreshRate=-1 to either 0 (will choose the highest possible) or 144 or whatever else is the highest.
So e.g.:
You don't need to install Special K branch for this game at all, but you might hear same terminology used by accident.
I did notice, that with DSR resolutions the override works fine, but even adding the same resolutions as custom resolutions in the control panel only sets it to 60hz.
I also always set the refresh rate in windos to 120(or 144), so I don't know what I could do differently
Huh, how weird. I just checked on my end and it works fine for me. I have a G-Sync monitor and the monitor's active refresh rate counter correctly matches the FPS after I've unlocked the frame rate. It went as high as 120 FPS while using a custom resolution of 3200x1800.
Maybe it's a G-Sync thing?
My monitor doesn't show what refresh rate it is actually running at right now though. For example if I set it to 120hz with G-Sync and a game is running at 90fps, the monitor still reports 120hz.
The 60hz it reports from the custom resolutions is correct however; I'm running above 60fps and can see the tearing.
My monitor is the ViewSonic XG Gaming XG2703-GS, if anyone might know more about this issue.
I was able to reproduce the behavior you're talking about in another game, which allowed me to further investigate it. Are you using the latest version of FAR ? The later versions of FAR seems to handle the game a bit differently, which seems to result in the behavior I speak of.
When I investigate the behavior using both NieR:Automata and Ys VIII: Lacrimosa of Dana I noticed that what FAR/Special K reported in both games were different.
- Scenario A: If the FAR/Special K control panel said e.g. "Fullscreen Resolution 3840x2160" then G-Sync would be locked to 60 Hz and not go above it. This is "Custom Resolution".
- Scenario B: If the FAR/Special K control panel said e.g. "Framebuffer Resolution 3840x2160" and "Fullscreen Resolution 2560x1440" then G-Sync would be able to go above 60 Hz. This is "DSR".
This mirrors what we're seeing in Nvidia Control Panel, and sheds more info on the matter. Basically DSR renders the game at one resolution, and then outputs it to another. It is scenario B in the above list. Custom Resolutions, however, seems to be scenario A.
I tried to recreate scenario B using a custom resolution in Ys VIII: Lacrimosa of Dana, and I were able to do so using the exact version of Special K that FAR v0.7.0.23 is built on, meaning Special K 0.8.60.1. However this resulted in the game misbehaving slightly , and only taking up part of the screen, etc.
So basically, it seems that older versions of Special K were capable of bridging the cap between Custom Resolution and DSR, in some fashion. But that have since been removed, probably due to issues that could occur, based on my experience with Ys 8 and Special K.
So yeah, damn it... >_< That limits the use of custom resolutions much more than I could first imagine. Fuck. Seems the only way to do what I first thought custom resolution could do is to create a custom DSR multiplier with the exact resolution wanted.
Do you know which of the old version can do that?
I have no clue which other of the older ones might have the same behavior. I would imagine that v0.7.0.22 would've, but apparently not. Or it might be something else in the drivers that differs. Or maybe the OS?
These are undocumented waters >_<
Today when I installed the mod, the game began to make a sound whenever I win gold from enemies...
Any idea how to solve it?
Huh? What sound?