MasterEffect ReBorn official thread
- calafate
So letme launch another question: there is any simple way to isolate some effects from your master package to improve performance?? I mean i would be happy if i only use 2 or 3 effects from your package without loosing 50% of my framerate in the process. Could be that possible?? Or making a LITE version wich include basic eyecandy effects (like bloom, one kind of dof and SSAO)??
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- Marty McFly
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- SiriusHours
A couple of quick fixes to help frames.
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- promuckaj
Marty McFly wrote: How about checking the tuning variables before suggesting improvements? For such purposes high mipmap level gives good blur at 0 fps cost which is already done (user should not change it, sweetspot is already taken, higher blur means artifacts and lowe blur means oversharpening) and the chromatic abberation vars are also available.
Dear Marty,
Don't get me wrong, I am not so familiar with shader codes, so all I change and try it out is what is easy to do, actually all under //CHAPMAN LENS and //LENZ FLARE.
For chromatic aberation I see that there is some option to change for this lens flare, actually it is for RGB, and OK, not so necessary, but when I thinking about blur I really mean that, and I mean blur that can be apply and with option to modify only on this Chapman's lens and Boris Vorontsov's lens flare shader, not on complete screen.
This is the reason why I asking for blur, picture talking more then me.
Sorry once again, you did it really fantastic job. Thank you once again for all your hard work.
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- Marty McFly
- Topic Author
About blur, with current system not so easily achieveable. I might rewrite MasterEffect before I make more changes, because adding stuff is overcomplicated since it is developed for ENB system and was only ported 1:1 to work with ReShade but it is based on ENB system with no access to rendering into texture etc.
Guess I will use bloom blurring algorithm for everything flare based but with current system, not possible without overcomplicating code and loss in performance.
@SiriusHours: well...these fixes do not affect performance at all, they are for totally other things and useless with current builds anyway since Nvidia/OpenGL is fixed by Nvidia and other fixes are already implemented in newer ME versions.
IMPORTANT:
I would like everyone to complete a small survey what your most popular/most used effects of MasterEffect are.
Poll can be found here:
goo.gl/LUnyqk
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- CryZENx
Raymarch AO awesome work
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- promuckaj
So I figure out, at the moment, only way is to change chromatic aberration and modify intensity of flares, so it is less visible but looking really nice.
It is bad that only way to made it works on Crysis is with DX9 at the moment.
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- robgrab
HERE is an example of subtle DoF I did for Saint's Row IV.
Here are my settings:
#define fMagicFocusPoint float2(0.5,0.5)
#define fMagicNearBlurCurve 9.5
#define fMagicFarBlurCurve 0.4
#define fMagicBlurRadius 1.2
#define fMagicBlurQuality 5
#define fMagicColorCurve 8.0
#define fMagicManualFocusEnable 1
#define fMagicManualFocusPlane 0.5
Of course these settings are optimized for a third person view. You'll need to experiment with what works best for a first person view.
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- brussell
robgrab wrote: Magic DOF is very customizable. I've been able to get great results just by tweaking a few values.
HERE is an example of subtle DoF I did for Saint's Row IV.
It's so subtle that I don't see it
Btw. you mentioned a less performance hitting, dof-shader-only preset in one of your posts (can't find it right know). Can you tell me where you found it?
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- robgrab
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- vfxninjaeditor
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- Marty McFly
- Topic Author
All shaders have a fixed order: first comes shading stuff, then blur algorithms like DOF or tiltshift, then lighting and flares, then color adjustments, then overlays like vignette or letterbox. Any other order introduces bugs or things that are not supposed to happen.
So I first have to mix SSAO with original image before I apply other effects. Depth visualization is in color pass, almost at the end of the chain.
Last SSAO pass blurs and mixes, if I would do that stuff in a later pass again just for visualization, I would need to blur again since that step is missing then.
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- vfxninjaeditor
Also, I love raymarch AO! It really does wonders on games that don't have AO support. The downside is that it's really performance hungry. In Halo: Combat Evolved I can play at 60fps no matter what. Once I turn RMAO on it drops to 20-25fps. I have a pretty decent gaming machine. Is this something that can be improved, or not? While it does enhance the game experience, the large drop in performance makes it less viable. Something only for screenshots.
Note: I am using 32 samples for RMAO. Anything less and artifacts are quite visible.
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- brussell
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- klotim
Like in enbseries for skyrim.
Would be nice for a lot of games.
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- Marty McFly
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- klotim
KMarty McFly wrote: Of course. This is easily manageable because a generic mod can detect shadows so easily...not...
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- brussell
Marty McFly wrote: Of course. This is easily manageable because a generic mod can detect shadows so easily...not...
Spoken like the great Boris!
Even at the risk of getting a similar reply, I would like to ask if it's possible for you to implement a fade timer for the dof types? You know, like the one in enbseries.ini. Is this even achievable via your effect file? Or would this be the task of crosire (regarding access to previous frames etc.).
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- crosire
I can answer that for youbrussell wrote: I would like to ask if it's possible for you to implement a fade timer for the dof types? You know, like the one in enbseries.ini. Is this even achievable via your effect file? Or would this be the task of crosire (regarding access to previous frames etc.).
It would be my job, while access to the very previous frame is possible already (see the thread in general discussion), it's not possible yet to get access to frames further in the past (or in this case the depthbuffer), which is needed for a smooth fade.
EDIT: Update: Actually, it is somewhat possible already, using the technique described in that thread. It is be pretty heavy on memory resources though.
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- fuze
crosire wrote:
I can answer that for youbrussell wrote: I would like to ask if it's possible for you to implement a fade timer for the dof types? You know, like the one in enbseries.ini. Is this even achievable via your effect file? Or would this be the task of crosire (regarding access to previous frames etc.).
It would be my job, while access to the very previous frame is possible already (see the thread in general discussion), it's not possible yet to get access to frames further in the past (or in this case the depthbuffer), which is needed for a smooth fade.
I wanted to know this too, thanks
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