SMAA/FXAA and HUD UI

  • Martigen
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8 years 11 months ago #1 by Martigen SMAA/FXAA and HUD UI was created by Martigen
1. So... LuciferHawk's excellent HUD mask generator for DOF effects.

2. SMAA/FXAA unavoidably distorting text (even with corner rounding=0) and UI elements due to edge softening.

1 + 2 = HUD mask support for SMAA and FXAA? :)

Can we? Can we? Can we pleeeeeezee! *offers donuts, beer, and a scantily clad viking shield maiden. Note, you'll be her bitch.*

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  • Ganossa
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8 years 11 months ago #2 by Ganossa Replied by Ganossa on topic SMAA/FXAA and HUD UI
The Mask shader + helper is already a general solution that should already include masking of SMAA/FXAA and any other effects. It was never meant to only help with DoF its just the most obvious one to see ;)

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  • Martigen
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8 years 11 months ago #3 by Martigen Replied by Martigen on topic SMAA/FXAA and HUD UI

LuciferHawk wrote: The Mask shader + helper is already a general solution that should already include masking of SMAA/FXAA and any other effects. It was never meant to only help with DoF its just the most obvious one to see ;)

Ohh, didn't know! Right, off to make one for Witcher 3 then. This way can use SMAA (which I think will be faster and better than W3's FXAA modified AA) without touching the excellent sharply defined fonts in the game.

One more thing tho -- so the mask bypasses all effects? Because sometimes you might want some effects to apply to the UI, say changes from DPX or other color filters. It's mainly things like DOF and SMAA/FXAA that UI needs to be exempt from.

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  • Ganossa
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8 years 11 months ago #4 by Ganossa Replied by Ganossa on topic SMAA/FXAA and HUD UI
Find the Mask shader in the effect ordering. Every shader executed before mask will be masked, everything else not :)
The following user(s) said Thank You: jas01

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  • Martigen
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8 years 11 months ago #5 by Martigen Replied by Martigen on topic SMAA/FXAA and HUD UI

LuciferHawk wrote: Find the Mask shader in the effect ordering. Every shader executed before mask will be masked, everything else not :)

Of course, nice!

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  • Kleio420
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8 years 11 months ago #6 by Kleio420 Replied by Kleio420 on topic SMAA/FXAA and HUD UI

Martigen wrote:

LuciferHawk wrote: The Mask shader + helper is already a general solution that should already include masking of SMAA/FXAA and any other effects. It was never meant to only help with DoF its just the most obvious one to see ;)

Ohh, didn't know! Right, off to make one for Witcher 3 then. This way can use SMAA (which I think will be faster and better than W3's FXAA modified AA) without touching the excellent sharply defined fonts in the game.

One more thing tho -- so the mask bypasses all effects? Because sometimes you might want some effects to apply to the UI, say changes from DPX or other color filters. It's mainly things like DOF and SMAA/FXAA that UI needs to be exempt from.

tw3's aa wont be beat by plain smaa its temporal supersampling plus post aa its really only seen in motion , but yea smaa does improve the edge quality i prefer to use driver fxaa been trying to find good settings for smaa on the game havent found the sweet spot for me yet

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