HUD exclusion via Depthbuffer?
- jmp909
- Topic Author
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
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- crosire
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- Kleio420
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/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.
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- Martigen
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?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.
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- crosire
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- jmp909
- Topic Author
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!
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- crosire
It's just that I don't like the whole process, as mentioned in various places already .
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- jmp909
- Topic Author
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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- crosire
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- Marty McFly
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- louiscarter88
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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- crosire
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.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?
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- louiscarter88
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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- Lahdra
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- louiscarter88
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- Lahdra
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- Kleio420
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 transparentLahdra 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?
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- Ganossa
Kleio420 wrote: ... it doesnt work very well ...
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- Kleio420
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 npcLuciferHawk wrote:
Kleio420 wrote: ... it doesnt work very well ...
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- petercroft
I hope you guys will find an alternative solution. Nonetheless your work is really great, thanks for your efforts.
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