Ganossa's GemFX/ReShade Assistant/Framework Dev Blog

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6 years 3 weeks ago #21 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Missing ME ColorCorrection & Loxa's Gaussian

I finished the port/implementation of all missing ColorCorrection shader from ME, namely::
LUT
SKYRIMTONEMAP
TECHNICOLOR
COLORMOOD
CROSSPROCESS
REINHARD
COLORMOD
SPHERICALTONEMAP
HPD
FILMICCURVE
WATCHDOG_TONEMAP
SINCITY
COLORHUEFX


They are currently included in the CustomFX suite until CJ decides how and which to include into the SweetFX suite.
I also included Loxa's Gaussian shader to the upcoming release version while this part was much easier to do, since he prepared everything already and I was just left off to apply some name conventions. Everyone should now have plenty of examples of Custom shader but I will of course see to finish the developer tutorial as soon as possible! :side:
The following user(s) said Thank You: SunBroDave, Alex_outer, Constantine PC, BrandonHortman, jas01, TinchO, jmp909, Tycholarfero
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6 years 3 weeks ago #22 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Key Toggles and Messages

Added individual key toggles to all shader techniques :silly:
Also added an option to allow toggle messages (as seen in the SweetFX stand-alone) and statistics.

A few more tedious things to implement/fix/check before release :pinch:
The following user(s) said Thank You: Wicked Sick, Alex_outer, Omnipotus, Quentin-Tarantino, BrandonHortman, jas01
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6 years 3 weeks ago #23 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
UI Mask Helper

Well, see for yourself :P (should be self-explanatory)

The following user(s) said Thank You: BrandonHortman, jas01
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6 years 2 weeks ago - 6 years 2 weeks ago #24 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
UI Mask Helper (UPDATE)

It is now possible to create and apply a UI Mask on the fly. On request, the algorithm can also increase the tolerance level for static UI elements (if they are half transparent) that then blend naturally into the image.

Last edit: 6 years 2 weeks ago by Ganossa.
The following user(s) said Thank You: Wicked Sick, SunBroDave, Kleio420, Martigen
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6 years 2 weeks ago #25 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Fixed Depth Detection in GTA V

Crosire found out that we supposedly got a log depth buffer in GTA V. However, the typical logarithmic function to retrieve depth values only returns the depth values of a very limited distance due to a strong fall off which would drastically limit the possible focus range. Fortunately, combining the typical function with a correction applying fall off dependencies solves that problem though I still need to adjust a few more values :huh:

Anyway, here is the current result, showing casing near and far DoF (keep in mind that the new algorithm allows to push back the far DoF much more than in the video)

The following user(s) said Thank You: SunBroDave, NattyDread, huss93, jas01
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6 years 1 week ago #26 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Tuning Palette

Since there have been quiet a few discussions lately about look up tables, I implemented a tuning palette shader that accepts ENB palettes so you guys can apply your favorite palette of the ENB injector :side:
This shader will also allow a few more options than just applying an ENB palette.

Applied this ENB palette with the TuningPalette shader


to GTA V
The following user(s) said Thank You: Constantine PC, BrandonHortman, Courier, Scorpio82CO
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6 years 1 week ago - 6 years 1 week ago #27 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Tuning Palette #2

"To everyone its own"; As requested, I added an algorithm that applies the old Quake palette instead of an ENB palette. More options for this shader will follow :side:

Applied this Quake palette with the TuningPalette shader


to GTA V


Some more options...

...GTA 5 goes vintage
Last edit: 6 years 1 week ago by Ganossa.
The following user(s) said Thank You: BrandonHortman, jas01, Scorpio82CO
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6 years 6 days ago #28 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Eye Adaptation / Ambient Light Correction/Perfection ;)

Just wanted to correct some of the eye adaptation algorithm for ambient light and ended up to have a result that pretty close to reality (at least in my silly eyes :pinch: )



The following user(s) said Thank You: crosire, BillyAlt, jas01, Courier, Crystrex
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6 years 5 days ago - 6 years 5 days ago #29 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Gr8mmFilm Shader

As requested and still WiP

Last edit: 6 years 5 days ago by Ganossa.
The following user(s) said Thank You: Alex_outer, Quentin-Tarantino, Aelius Maximus
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5 years 11 months ago #30 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Pseudo DoF Option

Added an additional option that allows to activate DoF shader by using a pseudo depth buffer for either online games or those that do not have any depth buffer.

Here used on GW2
The following user(s) said Thank You: sajittarius, BillyAlt, klotim, jas01, Aelius Maximus, Apocalypso, LegoPepper
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5 years 11 months ago #31 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Motion Focus

For all that are familiar, this will work similar to the Skype's smart camera/motion focus on XBoxOne. The algorithm is not that smart yet and the transition not as smooth due to it being still very early in development but it is finally possible for you to see in which (obvious) direction it is going :lol:

A love letter to all the cinematic fans out there ;)
The following user(s) said Thank You: BillyAlt, jas01
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5 years 11 months ago - 5 years 11 months ago #32 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Motion Focus #2

Now I am certain it works as originally planned.
The smart camera/motion focus is already implemented and it seems to have decent performance in that early stage.
Whats left is some more smoothing, especially at the beginning and end of the focus.

The calculated direction of motion you can see in the following video when watching the red spot position, relative to the center (green spot).

Last edit: 5 years 11 months ago by Ganossa.
The following user(s) said Thank You: BillyAlt, jas01
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5 years 11 months ago - 5 years 11 months ago #33 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Motion Focus (Final)

I am finally done with the motion focus shader after struggling with performance, smoothness and accuracy. However, the results are worth the pain as it excels in all these categories :side:

In the following video you can see DoF, AL and motion focus in action while sticking close to 60 frames per second in DSII (while recording and using an old GTX 570) .


The shader is running in debug mode. While the two dots in the center of the screen display the same thing as described in the previous post/video, the 4 bars on top of the screen represent the motion intensity distributed on screen. The red bar represents the top-left, the green bar the top-right, the blue bar the bottom-left and the yellow bar the bottom-right part of the screen. :)
Last edit: 5 years 11 months ago by Ganossa.
The following user(s) said Thank You: crosire, sajittarius, BillyAlt, Constantine PC, jas01, borrisgame
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5 years 11 months ago #34 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework Mediator

So, as promised, here a quick look at the current progress of the configurator/mediator for the ReShade Framework. Though I have some experience and "assets" from the previous GEMFX configurator, many things have to be implemented from scratch. Same as the ReShade Framework itself, the mediator needs to be flexible and simple to use for both, user and developer. Therefore, all elements will now automatically be generated (and placed).

In the following you can see that reading from Framework files is almost done. I used several test suites with test values for shader/effects and their variables. What you see is generated automatically and already fully adjustable.


Note that in the picture above not-automated elements of the mediator/configurator are not displayed, since this picture should only showcase the automation results.

There is still quiet a bit left to do, especially for writing values back to disk, but everything looks very feasible now :side:
The following user(s) said Thank You: crosire, Ioxa, SunBroDave, MaxG3D, Alex_outer, SpinelessJelly, BillyAlt, BrandonHortman, jas01, Aelius Maximus and 3 other people also said thanks.
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5 years 10 months ago #35 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework Mediator #2

Finally another official progress post on the configurator end :cheer:
Its still in its raw form but the core automated functionality is implemented:


The tool automatically...
...generates a configuration interface from arbitrary configuration files
...generates entire configuration files from its freely modifiable configuration interface
...generates an effect ordering list in which it smartly groups dependent effects
...effect ordering feature combines both, activation and reordering of individual effects


Still lots of stuff missing as you can see but the automation part is mostly done (of course bugs will need to be fixed). :side:
The following user(s) said Thank You: Ioxa, SunBroDave, SpinelessJelly, BrandonHortman, jas01, Aelius Maximus
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5 years 10 months ago - 5 years 10 months ago #36 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework Mediator #3

Added the preview feature (maybe a few of you know it from GEMFX) but using simpler rendering that should work much butter (though being less responsive).

Last edit: 5 years 10 months ago by Ganossa.
The following user(s) said Thank You: sajittarius, BillyAlt, klotim, BrandonHortman, jas01
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5 years 10 months ago #37 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework Mediator #4

Sorry for literally spamming this thread with news but having all this space on the main mediator page there is just another automated feature that is in works (just see for yourself :lol:):

The following user(s) said Thank You: Alex_outer, BillyAlt, BrandonHortman, Aelius Maximus, LL187
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5 years 10 months ago #38 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework Mediator #5

I am almost done with the Mediator. Those are the things left to do:
- Some more layout fixes (automated)
- Local preset file browsing (automated)
- Filling spaces with additional information
- Most likely an additional tab page for each suite (automated)
- Port of remaining cfg files (which Ioxa is working on currently :cheer: )


The goal is to finish this weekend but the release is up to crosire's timing on ReShade 1.0 :side:

The following user(s) said Thank You: Wicked Sick, Alex_outer, SpinelessJelly, BrandonHortman, jas01, MrManop0
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5 years 10 months ago #39 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Old LogDepth vs New LogDepth Algorithm

What I am currently working on.

(current/old - already further distance than linear)


(conceptual/new - even further stretch of values)
The following user(s) said Thank You: aufkrawall, Wicked Sick, SunBroDave, NattyDread, Pondural, SpinelessJelly, vfxninjaeditor, klotim, Constantine PC, BrandonHortman and 2 other people also said thanks.
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5 years 8 months ago #40 by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
MotionLight

Starting to implement the requested motion blur effect of light :lol:
I know, it took me quiet some time to get started :silly:
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