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TOPIC: HUD exclusion via Depthbuffer?

HUD exclusion via Depthbuffer? 1 year 8 months ago #1

  • jmp909
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Hi,

just wondering if instead of using a mask graphic, would it not be possible to exclude the HUD from post-processing by comparing a 2D representation of the depthbuffer somehow? (since the 2D elements don't generally appear in the depthbuffer)

I guess even if it was possible this would be slower though (but more accurate)

or alternatively would it be possible to have a shader that only output colour pixels to the screen where DepthBuffer information was available?

basically have 2D and 3D elements of the screen as separate buffers and only apply 3D post-processing (DOF/AO) to one of them?

I may have grossly misundestood the process of course! ;)

thanks
J
Last Edit: 1 year 8 months ago by jmp909.
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HUD exclusion via Depthbuffer? 1 year 8 months ago #2

  • crosire
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That won't work unfortunately: The depthbuffer has information for the whole screen, including the parts where the 2D HUD is drawn over. What to compare then? The colorbuffer includes the HUD, the depthbuffer doesn't. That's nice and all, but it doesn't help, since there is no way to figure out which part of the colorbuffer is HUD now, as there is 3D depth information for every pixel of it. =)
Cheers, crosire =)
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HUD exclusion via Depthbuffer? 1 year 8 months ago #3

  • Kleio420
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crosire wrote:
That won't work unfortunately: The depthbuffer has information for the whole screen, including the parts where the 2D HUD is drawn over. What to compare then? The colorbuffer includes the HUD, the depthbuffer doesn't. That's nice and all, but it doesn't help, since there is no way to figure out which part of the colorbuffer is HUD now, as there is 3D depth information for every pixel of it. =)
theres another injector for downsampling that can dump some info from the shaders thats able to find where the hud is , would that be possible to do in reshade ?www.pcgamer.com/how-to-create-sweetfx-st...h-durantes-gedosato/
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HUD exclusion via Depthbuffer? 1 year 7 months ago #4

  • Martigen
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crosire wrote:
That won't work unfortunately: The depthbuffer has information for the whole screen, including the parts where the 2D HUD is drawn over. What to compare then? The colorbuffer includes the HUD, the depthbuffer doesn't. That's nice and all, but it doesn't help, since there is no way to figure out which part of the colorbuffer is HUD now, as there is 3D depth information for every pixel of it. =)
I'm totally out of my depth here (heh, no pun intended), but if the depth ranges from say 1 to 1000, and we can presume the HUD as 2D is equivalent to being depth 1, would excluding effects from applying at depth 1 do the job? I know there would be other information on screen at depth 1, the closest part of the 3D-view in front of the player, but would you notice effects not being applied on this first depth 1 layer when it's on the other 999 levels being rendered on screen?
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HUD exclusion via Depthbuffer? 1 year 7 months ago #5

  • crosire
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As said, the HUD is usually not part of the depthbuffer. So you cannot test for that.
Cheers, crosire =)
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HUD exclusion via Depthbuffer? 1 year 7 months ago #6

  • jmp909
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Have you got any plans to look into Durante's code? (It's open source it seems).

Also, could it actually be used to hide the HUD or just bypass the processing?

I still don't quite understand CheatEngine and assembly enough to be doing HUD removal yet :(

Actually looking at the GitHub, I guess it's only open source for contributions. Be good if he could get on board with the rest of you!
Last Edit: 1 year 7 months ago by jmp909.
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HUD exclusion via Depthbuffer? 1 year 7 months ago #7

  • crosire
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There is no need to look into the source. It's really simple, it simply does the post processing pass after a certain shader bind call to the rendering API which is identified via a hash of the shader.
It's just that I don't like the whole process, as mentioned in various places already =).
Cheers, crosire =)
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HUD exclusion via Depthbuffer? 1 year 7 months ago #8

  • jmp909
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I'm just catching up sorry! Thanks for the feedback

I see they can potentially work together although I've not tried it www.deadendthrills.com/forum/discussion/...de-is-in-public-beta
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HUD exclusion via Depthbuffer? 1 year 7 months ago #9

  • crosire
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No need to be sorry. HUD exclusion is on the TODO list, I'm just trying to find a nicer/automatic way to do it.
Cheers, crosire =)
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HUD exclusion via Depthbuffer? 1 year 7 months ago #10

  • Marty McFly
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The goal is not to mask the HUD by preventing it from being processed but to gather the color info of what's behind it, process it and then apply the HUD on top. Because of this, every masking attempt is a hacky solution. ENB does the same, you can see it when using blurring or something like that, if a green object is fully covered by HUD, ENB still knows there is something green behind it, while our texture/whatever masking just handles it as if it were outside the screen boundaries.
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HUD exclusion via Depthbuffer? 1 year 3 months ago #11

How goes progress on the HUD exclusion?

Also, you said in another post ReShade CAN indeed apply the post processing before certain shaders, would you consider enabling that functionality for those of us who have already dug up the hash codes from using GeDoSaTo?
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HUD exclusion via Depthbuffer? 1 year 3 months ago #12

  • crosire
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louiscarter88 wrote:
How goes progress on the HUD exclusion?

Also, you said in another post ReShade CAN indeed apply the post processing before certain shaders, would you consider enabling that functionality for those of us who have already dug up the hash codes from using GeDoSaTo?
I didn't work on it, because I decided to feature-freeze the ReShade beta at some point, until release. So now that that happened, it's time to start looking into it again.
Cheers, crosire =)
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HUD exclusion via Depthbuffer? 1 year 3 months ago #13

Good to hear.

While you work on the automated solution, is there a way to tell ReShade to inject a pixel shader if I already have the hash?
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HUD exclusion via Depthbuffer? 1 year 2 months ago #14

Hey Crosire, just started using reshade and loving it! I'm really looking forward to the prospect of HUD exclusion so I can take advantage of some of these more interesting effects - any news at all or thoughts on this?
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HUD exclusion via Depthbuffer? 1 year 2 months ago #15

Hate to be a nag but I'm going to just BUMP this again. Depth based effects are just too pretty and the HUD exclusion would make reshade absolutely PERFECT in my eyes.
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HUD exclusion via Depthbuffer? 1 year 1 month ago #16

Hey guys! Still using ReShade and super enjoying myself, but absolutely desperate for this feature! Any word or workarounds looked into at all the past few months?
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HUD exclusion via Depthbuffer? 1 year 1 month ago #17

  • Kleio420
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Lahdra wrote:
Hey guys! Still using ReShade and super enjoying myself, but absolutely desperate for this feature! Any word or workarounds looked into at all the past few months?
there is a automated setting that will attempt its best to exclude the UI through a mask being overlayed on the image imo it doesnt work very well in most cases most UI elements are transparent
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HUD exclusion via Depthbuffer? 1 year 1 month ago #18

  • Ganossa
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Kleio420 wrote:
... it doesnt work very well ...

:dry: :huh: :S :(
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HUD exclusion via Depthbuffer? 1 year 1 month ago #19

  • Kleio420
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LuciferHawk wrote:
Kleio420 wrote:
... it doesnt work very well ...

:dry: :huh: :S :(
LOL poor choice of words , the work around works as intended just not perfect in every situation example UI elements that only show during say conversation with a game npc
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HUD exclusion via Depthbuffer? 1 year 1 month ago #20

  • petercroft
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The mask works fine, but it can be used only for the static elements of the hud. For other elements of the user inteface, (inventory or other menus) or those parts of the hud that are not static (not always in the same place or has not always the same shape, for example), the mask cannot help.

I hope you guys will find an alternative solution. Nonetheless your work is really great, thanks for your efforts.
Last Edit: 1 year 1 month ago by petercroft.
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