Low performance in Gtx 1070ti
- Exilium
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- TreyM
- Exilium
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- ShoterXX
B: I have a 1070, playing U2, running SSAO, DOF, Gaussian, all at full resolution and my own code on top, and it's 60 FPS always (V-Sync). Depending on the ambient temperature, it's not even enough to turn the fans on (because my card allows it when load is low). If it's doing poorly, either something is misconfigured and not taking full advantage of your card, or you are clearly abusing on the effects you're adding.
C: Why does it bother so much to see that text?
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- Marty McFly
Creators messages won't be removed because no users looks into the files and there are already too many people claiming our work for their own. Nothing to discuss or negotiate about that.
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- Exilium
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Ambient Light
Bloom
Dirt Lens (Custom PNG)
Delph Of Field (Quality 10)
Ambient Occlusion (HBAO)
Levels
Lumasharpness
SMAA
The game is running at 29 fps on a graphics card with 8GB of memory!
The problem seems to be in HBAO when it is activated the game has a drastic drop fps!
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- Exilium
- Topic Author
Some effects are not captured ...
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- Marty McFly
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- ShoterXX
Though, yeah, there are better ones.
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- Exilium
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- Marty McFly
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.
I tested that with the NaturalVision preset by user Razed and it seems to work just fine.
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- klotim
I love google translate
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- Exilium
- Topic Author
- Exilium
- Topic Author
Here the link if you want to check
bernardjakemello.wixsite.com/underground2016
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- acknowledge
1. without any effect:
2. MXAO only:
3. MXAO with debug view enabled:
As you can see, MXAO creats some contour around the characters, which will not be found using your previous SSAO shaders in framework and Master_effect .
I've also test several other games, and MXAO generated contour most of the time , very annoying.
Also there is a string Unalbe to load source for texture 'texdither'! in the upper left corner each time MXAO was switched on/off.
Any workaround you can do on these problems?T hanks in advance!
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- crosire
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- acknowledge
crosire wrote: Now that's an easy one. You are missing the dither pattern texture MXAO requires to dither the results and get rid of those artifacts. It's part of the official MXAO download somewhere on this site.
Finally it's fully operational, thanks for your tip!
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