How to combine TAA mod with ReShade for Alien Iso?
- MonarchX
- Topic Author
Trying to use TAA mod when ReShade 4.0.2 is installed, TAA displays an error... Here's a direct link to the TAA mod - github.com/aliasIsolation/aliasIsolation...asIsolation-1.0.6.7z .
FYI - the game needs to be launched through Steam, regardless of whether its a legit Steam purchase. You can just add the game as 3rd party game for Steam. Also, when using AliasIsolationInjectorGUI, it will fail to find AI.exe if it's not exactly "AI.exe" . It's case-sensitive.
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- JBeckman
That was the native Steam version however but other clients having the game should be the same version so it's strange if that's breaking anything, pretty sure I went via the usual DXGI.dll for ReShade64.dll too although I mainly prefer windowed to borderless or native borderless display mode. D3D11.dll might work too and I know I wasn't using SpecialK so ReShade was not loaded via proxy nor was it a custom version.
Game needs it too, even when running at 5120x2880 (Thanks to the incredibly optimization the game is using.) and with the "barrel" distortion shader effect removed the aliasing and shimmering is *still* noticeable so TAA together with downsampling (2560x1440 native up to 5120x2880) really cleared that up.
Adding on ReShade for a look-up-table or other shaders would allow for even greater effects and levels of visual fidelity, all I did was using deband and some sharpen effect with SMAA disabled since the game already supported a better version.
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- MonarchX
- Topic Author
JBeckman wrote: Hmm interesting, I can't add much to help with the issue unfortunately but I did replay Alien Isolation last year with ReShade and the TAA mod (Riding on the SMAA T2X mode the game came with but improving the temporal anti-aliasing component to something far better as I recall how it's implementation sort-of worked.) so I wonder why it's not working now.
That was the native Steam version however but other clients having the game should be the same version so it's strange if that's breaking anything, pretty sure I went via the usual DXGI.dll for ReShade64.dll too although I mainly prefer windowed to borderless or native borderless display mode. D3D11.dll might work too and I know I wasn't using SpecialK so ReShade was not loaded via proxy nor was it a custom version.
Game needs it too, even when running at 5120x2880 (Thanks to the incredibly optimization the game is using.) and with the "barrel" distortion shader effect removed the aliasing and shimmering is *still* noticeable so TAA together with downsampling (2560x1440 native up to 5120x2880) really cleared that up.
Adding on ReShade for a look-up-table or other shaders would allow for even greater effects and levels of visual fidelity, all I did was using deband and some sharpen effect with SMAA disabled since the game already supported a better version.
Thought SMAA T1X was higher quality than T2X? Here's the error I get - drive.google.com/file/d/15uTZbqH97AjGb39...hAz/view?usp=sharing .
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- JBeckman
github.com/aliasIsolation/aliasIsolation/releases
I'd try the one without the cinematic tools first. Seems there's no outright setting to disable said overlay from loading unfortunately if there's a conflict here.
Hmm wonder if a newer version of ReShade worsened compatibility with this since it worked with a earlier 3.0 release when I tested the game.
(Overlay hooking can be tricky, UPlay's I usually have to disable when running multiple programs on their games, Steam well it's gotten better but I prefer it removed.)
For SMAA itself the methods I know about are as follows:
1x - Basic post-process SMAA.
T2X - Post-process SMAA + temporal component.
S2X - Post-process SMAA + temporal for SLI/Crossfire compatibility. (Used by Crysis 3 I think and then barely anything else.)
SMAA X2 and X4 - Blends in (Well, it utilizes.) additional MSAA samples for a cleaner image, fewer games now support MSAA so support for this mode is rare in games. (MSAA + D3D10 or newer + deferred shading or rendering and it's also quite costly and not as effective compared to forward or forward+ rendering.)
Quality wise well SMAA is customizable but it is a somewhat older form of temporal anti-aliasing so the temporal method can give way to ghosting and shimmering, Crysis 3 to use that again had issues with this.
I need to look up what was modified in Alias Isolation in more detail since the game itself already uses SMAA T2X and even outright requires it to be enabled since that's what the mod is hooking and overriding with some custom method or improved method perhaps rather. Results are clear though with a touch blurrier image but a much more stable one too with less in-motion aliasing and shimmering which the game really has a problem with.
(Even after removing the edge distortion effect or barrel shader that slightly alters the visual perspective of the image, something akin to a fish-eye view I believe but subtle though aliasing is worsened too.)
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