PPFX Shaderpack | 1.03.29 | SSDO GI and much more!
- Marty McFly
NattyDread wrote: So is that a yes?
Can you contact Euda? (I think he's your countryman)
That doesn't make him less inaccessible for me.
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- Roxxtar
Snoffel wrote: Can you please help me? I use the numpad 1 key in severals games and want to change the hotkey to another one to turn off/on PPFX. How can i change it?
In Euda's ReShade.fx file (I renamed mine PPFX.fx) find this line:
technique PPFX < bool toggle = 0x61; bool enabled = 1; >
Change it to:
technique PPFX < bool toggle = 0x91; bool enabled = 1; >
Now all PPFX effects will toggle off with scroll lock key along with the rest of ReShade.
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- Euda
- Topic Author
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- Elimina
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- crosire
File was saved in UTF8 with BOM encoding, convert it to ANSI / UTF8 without BOM in order for it to work.Elimina wrote: it comes up with the error: "C:\Program Files (x86)\Steam\SteamApps\common\Assassins Creed Brotherhood\ReShade.fx(1, 1): error x3000: syntax error: unexpected 'unknown'".
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- Tarta
Elimina wrote: So, I have really been wanting to try this shader pack, but everytime I make any change to the ReShade.fx, (like turning effects on/off and changing the effects' power etc.) it comes up with the error: "C:\Program Files (x86)\Steam\SteamApps\common\Assassins Creed Brotherhood\ReShade.fx(1, 1): error x3000: syntax error: unexpected 'unknown'". Is there a way to fix this or should I just give up. I really want to test the GI effect. Thanks in advance.
use WordPad
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- crosire
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- OtisInf
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- crosire
ReShade FX does not support unicode. There is no need for it, as the language only supports ANSI characters. UTF8 without BOM has the neat advantage to translate nicely into the same binary that ANSI would translate too (except when unicode characters are used, but even then it can still be parsed). The BOM however does not make sense in an ANSI environment and the parser thus identifies it as an unknown/invalid symbol in the input text and fails.OtisInf wrote: What are you using to load the files then, if I may ask? stdio.h ? fopen/_wfopen should support BOM through the ccs flag you can specify. Not sure if you already do this, if not, it's worth a look
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- roxahris
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- NattyDread
roxahris wrote: none of the Framework AO shaders integrate into games as well as SSDO does.
Ouch. Now you're never gonna get it.
I on the other hand like to say I love all techniques in framework so far, Marty and find that this would be just another great addition.
Maybe someone can make an unofficial integration if we cant get in touch with Euda again?
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- Marty McFly
To add it, I need a major rework of the AO pipeline as I learned a lot when working with my own AO.
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- aufkrawall
The best realtime AO I have ever seen is the SSDO of Crysis 3. Best screen space effects are effects that almost don't look like screen space effects.
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- Marty McFly
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- NattyDread
whatever, wanted to give back a little something for a while now for all the countless hours of fun
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- Marty McFly
Edit: Got it, thank you so much!
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- roxahris
Marty, I've no doubt that your new AO shader will be of excellent quality and a vast improvement on all the currently available ones, especially given the preview shots of it. If there are no plans to implement SSDO in Framework, then, it would be very helpful if someone could help figure out what needs to be changed in this shader in order to get it working alongside it.
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- Marty McFly
roxahris wrote: Well, SSDO is simply far better suited to integrating with games than the current Framework AO methods are. The colour bouncing it does allows it to fit into images as though it were a natural part of the rendering process, with very little tweaking or adjustment. On my system, it also performs better than the shaders currently present in Framework when dealing with equivalent render target scales.
Marty, I've no doubt that your new AO shader will be of excellent quality and a vast improvement on all the currently available ones, especially given the preview shots of it. If there are no plans to implement SSDO in Framework, then, it would be very helpful if someone could help figure out what needs to be changed in this shader in order to get it working alongside it.
The performance thing is mostly because the porting of those shaders was a cut and shut thing where I made absolutely no code optimizations. And my AO has also color bouncing. SSDO will be ported at some point but I cannot plan it, mostly because it would require rewriting of the AO render chain (I doubt anyone would invest so much time into that) but I have to do that at some point anyways as my AO also needs a rewriting.
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- aufkrawall
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- Marty McFly
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