Screenshot Thread
- Abby
Marty McFly wrote: ReShade 2 in general or the Framework?
The Framework . 2.0 ReShade.fx is a little confusing unlike 1.1 where I can just use #include and #define and everything works fine.
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- Marty McFly
I found it. It is implemented besides the regular AO because the [strike]ancient[/strike] old AO code in the Framework would require way too many changes.
1) Add this to Shaders_by_MartyMcFly.cfg:
////--------------------//
///**MXAO SSAO/SSIL**///
//--------------------////
#define USE_MXAO 1 //[MXAO] //-MXAO: Enables a highly sophisticated SSAO implementation that is also capable of Indirect Lighting calculation.
//>MXAO Settings<\\
#define fMXAOAmbientOcclusionAmount 2.00 //[0.00:3.00] //-Linearly increases AO intensity. Can cause pitch black clipping if set too high.
#define bMXAOIndirectLightingEnable 0 //[0:1] //-Enables Indirect Lighting calculation. Will cause a major fps hit.
#define fMXAOIndirectLightingAmount 4.00 //[0.00:12.00] //-Linearly increases IL intensity.
#define fMXAOIndirectLightingSaturation 1.00 //[0.00:3.00] //-Boosts IL saturation for more pronounced effect.
#define fMXAOSampleRadius 4.50 //[0.20:100.00] //-Sample radius of GI, higher values drop performance. Heavily depending on game, GTASA: 10 = GTA V: 40ish
#define iMXAOSampleCount 64 //[16:255] //-Amount of MXAO samples. Higher means more accurate and less noisy AO at the cost of fps.
#define bMXAOSmartSamplingEnable 1 //[0:1] //-Enables smart sample count reduction for far areas. May look ugly when low sample count (16 or less) is used, turn it off then.
#define fMXAOSampleRandomization 1.00 //[0.00:1.00] //-Breaks up the dither pattern a bit if sample spiral gets too visible (low samples and/or high radius). Needs stronger blurring though.
#define fMXAONormalBias 0.20 //[0.00:1.00] //-Normals bias to reduce self-occlusion of surfaces that have a low angle to each other.
#define bMXAOBackfaceCheckEnable 0 //[0:1] //-For indirect lighting only! Enables back face check so surfaces facing away from the source position don't cast light. It comes with a slight fps drop.
#define bMXAOBoundaryCheckEnable 0 //[0:1] //-Enables screen boundary check for samples. Can be useful to remove odd behaviour with too high sample radius / objects very close to camera. It comes with a slight fps drop.
#define bMXAOLowPrecisionEnable 1 //[0:1] //-Enables lower bit mode for AO source texture (R32F vs R16F). This will improve performance but may introduce some artifacts at distant objects.
#define fMXAOBlurSharpness 2.50 //[0.00:5.00] //-AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define fMXAOBlurSteps 3 //[2:7] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define fMXAOSizeScale 1.00 //[0.50:1.00] //-Resolution scale in which AO is being calculated.
#define fMXAOMipLevelIL 2 //[0:4] //-Miplevel of IL texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth.
#define fMXAOMipLevelAO 0 //[0:2] //-Miplevel of AO texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
#define bMXAODebugViewEnable 0 //[0:1] //-Enables raw AO/IL output for debugging and tuning purposes.
#define AO_FADE____START 0.6 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE____END 0.9 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define MXAO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
2) Create new file called "MXAO.fx" in ReShade\Shaders\MartyMcFly and put that into it:
pastebin.com/Mm5JqR0x
3) Add this to the top of ReShade\Shaders\MartyMcFly.undef:
#undef USE_MXAO
#undef fMXAOAmbientOcclusionAmount
#undef bMXAOIndirectLightingEnable
#undef fMXAOIndirectLightingAmount
#undef fMXAOIndirectLightingSaturation
#undef fMXAOSampleRadius
#undef iMXAOSampleCount
#undef bMXAOSmartSamplingEnable
#undef fMXAOSampleRandomization
#undef fMXAONormalBias
#undef bMXAOBackfaceCheckEnable
#undef bMXAOBoundaryCheckEnable
#undef bMXAOLowPrecisionEnable
#undef fMXAOBlurSharpness
#undef fMXAOBlurSteps
#undef fMXAOSizeScale
#undef fMXAOMipLevelIL
#undef fMXAOMipLevelAO
#undef bMXAODebugViewEnable
#undef AO_FADE____START
#undef AO_FADE____END
#undef MXAO_ToggleKey
4) Finally, drop "#include EFFECT(MartyMcFly, MXAO)" somewhere in the Pipeline.cfg for your preset, preferably at the very start because AO has to run early in a render pipeline to not fuck up DoF or bloom or like anything else.
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- ShoterXX
Marty McFly wrote: SSAO and HBAO have no feature that gives any advantage over MXAO.
Not 100% true. There is an odd case where MXAO crashes the GPU drivers when used with driver AA. AFAIK, this happens with Phantasy Star Online 2 only, and the older AO still works.
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- Marty McFly

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- ShoterXX
Marty McFly wrote: Good that this is reported and I can fix it. Kappa

Oops.
Still, take it with a grain of salt, because PSO2 crashes are way too damn common.
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- Razed
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- Ryuken
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- Abby
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- Abby
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- Ryuken
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- MakeNX
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- robgrab
- grimjimslim
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- bigundies

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- Marty McFly
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- Myashi



A little WIP of my next release. The preset is made on Reshade Framework 1.1. I'm testing in different zones times and weather how it looks. The final tuning phase, before the release is a bitch

Ps. for some reason uploaded images looks darker than the original ones

EDIT: Ok don't mind you to what i've written regard dark images. You should see them correctly, while i'm having issues on my browser. On firefox i see them much darker then these.
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- Edudu47
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- Quentin-Tarantino
Will be released soon enough, Few textures still need to be done.
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- Myashi
Preset name: Glimpse of future
Download and comparison: sfx.thelazy.net/games/preset/6086/
NOTE: DOF is used for screenshot purpose. Is not included in the public release.
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- MakeNX
@bigundies - Hi, not yet but i will share when its finish. thanks
Dead Space 2
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