ReShade Framework Released (5102.05.03.0837)
- Ganossa
- Topic Author
Download the latest ReShade Framework Release from the download section of this website or HERE
This update features::
- Improved overall performance of the SweetFX suite within the framework
- Automated (and manual) performance features added to the Common_settings.cfg
- New Gr8mmFilm shader added to the CustomFX suite
- Huge visual,accuracy and performance update to the adaptation shader of GemFX with new and more believable behavior of base adaptation
//As for last time, a preset for GTA V you can use as a foundation for creating your own can be found HERE
Lets count the days we can apply the ReShade Framework to The Witcher 3
- Prodousier
- Iddqd
- borrisgame
- JBeckman
SweetFX_settings.cfg
#define USE_SMAA 0
postimg.org/image/x31qjwpnj/
#define USE_SMAA 1
postimg.org/image/il4jbwycf/
(Changing the various SMAA setting did nothing, perhaps something in one of the actual shader files, should have kept the old version so I could do a file comparison via WinMerge but if it is a bug I'm sure you'll find it quickly anyway.)
EDIT: Glad I kept trying as I think I found something, I like to enable dithering in case it actually helps with something even though as a post-process effect it might not be able to do much but I noticed that if SMAA was enabled by itself then this does not occur, similarly if dithering is enabled by itself there's no issue either but if both are enabled together then this gamma bug occurs.
- Kleio420
JBeckman wrote: In this version of the Framework pack it seems gamma ramps up when enabling SMAA for some reason, trying to find out if there's more to it than that but nothing so far.
SweetFX_settings.cfg
#define USE_SMAA 0
postimg.org/image/x31qjwpnj/
#define USE_SMAA 1
postimg.org/image/il4jbwycf/
(Changing the various SMAA setting did nothing, perhaps something in one of the actual shader files, should have kept the old version so I could do a file comparison via WinMerge but if it is a bug I'm sure you'll find it quickly anyway.)
EDIT: Glad I kept trying as I think I found something, I like to enable dithering in case it actually helps with something even though as a post-process effect it might not be able to do much but I noticed that if SMAA was enabled by itself then this does not occur, similarly if dithering is enabled by itself there's no issue either but if both are enabled together then this gamma bug occurs.
i also noticed this happening using color palette setting in custom fx file, along with uncharted 2 tonemapping smaa turned on and it went super dark disabled and back to normal
- Kleio420
Just curious after reading a bit on some of the tonemap shaders what differs between the watchdog tonemap , reinhard , and uncharted dont they all use the same basic idea to get similar results ? Imo it would make better sense to make a customizable version and remove the rest of the tonemappers if its the same concept for the tonemap approach filmicgames.com/archives/75LuciferHawk wrote: -and yet another update of the framework with many improvements while the day of The Witcher 3 gets closer and closer
- Sassy
JBeckman wrote: In this version of the Framework pack it seems gamma ramps up when enabling SMAA for some reason, trying to find out if there's more to it than that but nothing so far.
SweetFX_settings.cfg
#define USE_SMAA 0
postimg.org/image/x31qjwpnj/
#define USE_SMAA 1
postimg.org/image/il4jbwycf/
This happens for me everytime I use SMAA with another shader from sweetFX. Tonemaps from CustomFX are fine however.
- Ganossa
- Topic Author
SMAA depth edge detection mode might be bugged in the current version, here is a fix::
In ReShade\Common\PerformanceCheck.h change
#if USE_SPLITSCREEN
#define RFX_InitialStorageS 1
#undef RFX_InitialStorageS
#endif
#if USE_SMAA && (SMAA_EDGE_DETECTION == 3)
#undef RFX_DepthBufferCalcS
#define RFX_DepthBufferCalcS 1
#endif
#if USE_SPLITSCREEN
#define RFX_InitialStorageS 1
#undef RFX_InitialStorageS
#endif
If this does not help with your problem, your game might have no depth buffer access and you need to change to another edge detection mode.
EDIT::There still seems to be another problem, I have to look into it
Iddqd wrote: LuciferHawk great work, but gaussan anamorphic lens flare dosnt work with ambient light
They do work together, try to reduce alAdaptFlareMult in the GemFX_settings.cfg. Its probably controlled by the adaptation shader so you only get gaussian anam flares if the overall image brightness is dark enough.
Kleio420 wrote: Just curious after reading a bit on some of the tonemap shaders what differs between the watchdog tonemap , reinhard , and uncharted dont they all use the same basic idea to get similar results ? Imo it would make better sense to make a customizable version and remove the rest of the tonemappers if its the same concept for the tonemap approach filmicgames.com/archives/75
They are currently reviewed for being usefull by CJ, that is why they are found in the CustomFX suite. I mainly ported them on request by previous MasterEffect user.
borrisgame wrote: hi lucifer please it's possible to do the same dof that when changing radio station gta v ?
If you would like a new DoF effect, you might want to ask in the McFX Shader category, since this is Marty's field of interest. I believe he is also thinking a lot about GTA V shader these days
- Kleio420
LuciferHawk wrote: Quick Fix for SMAA
Maybe you could take a look at this thread ? reshade.me/forum/shader-suggestions/511-can-someone-port-these
- Ganossa
- Topic Author
Kleio420 wrote: Maybe you could take a look at this thread ? reshade.me/forum/shader-suggestions/511-can-someone-port-these
Not sure about DLAA but Marty just ported NFAA and said it is no good .oO
- kaffeekraz
Is there any easy way to update, besides painstakingly transferring my changed values from the old to the new files one by one?
Any trick I should know?
Normally this wouldn't be too big of a problem, but seeing how the framework combines 3+ different shader suites, sifting through multiple files is a bit harder.
- Kleio420
LuciferHawk wrote:
Kleio420 wrote: Maybe you could take a look at this thread ? reshade.me/forum/shader-suggestions/511-can-someone-port-these
Not sure about DLAA but Marty just ported NFAA and said it is no good .oO
huh not sure the guy who made it posted it back(gamedev.net ) in like 2012 i was just curious of how well it worked , i had planed on using dlaa since i liked how it looked on force unleashed
- klotim
You're images on twcenter is down, those for r2 and atilla, Might be good to know
Oh and btw, As you're familiar with atilla, Do you know some good smaa options? Performance is not an issue.
How it looks and comparison:
- Ganossa
- Topic Author
klotim wrote: LuciferHawk:
You're images on twcenter is down, those for r2 and atilla, Might be good to know
Oh and btw, As you're familiar with atilla, Do you know some good smaa options? Performance is not an issue.
How it looks and comparison:
DLAA seems to produce similar results to FXAA, its also blurring a bit the entire screen.
What images are down?
I only implemented and used FXAA for Attila TW, so unless you want to run two injectors at the same time, I would suggest to go with FXAA there.
- klotim
If DLAA is blurring the whole screen too, then it's nothing for me.
www.twcenter.net/forums/showthread.php?6...-GEMFX-Version-1-0-8
There, check the spoilers, some is without images, (GEM HD) for example.
- Ganossa
- Topic Author
klotim wrote: Indeed, I don't like fxaa because of the blurring.
If DLAA is blurring the whole screen too, then it's nothing for me.
www.twcenter.net/forums/showthread.php?6...-GEMFX-Version-1-0-8
There, check the spoilers, some is without images, (GEM HD) for example.
I might check DLAA but its more the SweetFX suite (Ceejay's) area.
Those pictures are from the Steam database. They seem to reallocate the storage for screenshots from time to time which screws up the links...
Final SMAA fix::
In ReShade\SweetFX\SMAAWrap.h replace
#if (SFX_PIGGY == 1)
#undef SFX_PIGGY
color.rgb = (color.rgb <= 0.0031308) ? saturate(abs(color.rgb) * 12.92) : 1.055 * saturate(pow(abs(color.rgb), 1.0/2.4 )) - 0.055; // Linear to SRGB
color.rgb = SharedPass(texcoord, float4(color.rgbb)).rgb;
#endif
#if (SFX_PIGGY == 1)
color.rgb = (color.rgb <= 0.0031308) ? saturate(abs(color.rgb) * 12.92) : 1.055 * saturate(pow(abs(color.rgb), 1.0/2.4 )) - 0.055; // Linear to SRGB
color.rgb = SharedPass(texcoord, float4(color.rgbb)).rgb;
#endif
and
#if (SFX_PIGGY == 1)
SRGBWriteEnable = false;
#else
SRGBWriteEnable = true;
#endif
#if (SFX_PIGGY == 1)
#undef SFX_PIGGY
SRGBWriteEnable = false;
#else
SRGBWriteEnable = true;
#endif
Was also a piggy bag issue
//I will also see if I can find more changes (like the Technicolor2 shader) in the latest versions of SweetFX shader for the next release if CJ has no time to jump in .
- Kleio420
tldr.. the point of me asking DLAA/NFAA(guess it works like crap) to be ported is to give some people other options to use in games where one may not look as good as another in a game.I think in the small off chance a guest to the site drops by says oh hey thats cool gives me a idea and someone makes something a billion times better thats awesome and improves on our game quality to come cause you never know who is viewing this forum the whole idea of reshade is a interesting one and a great idea
- Ganossa
- Topic Author
If there is no one else doing it and I got some more extra time, I of course would step in but it would be better of in the right person's hands
By the way, I am going to lock this thread cause there is going to be another big update See you in a swooooo