Ganossa's GemFX/ReShade Assistant/Framework Dev Blog

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9 years 4 weeks ago - 9 years 4 weeks ago #13 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Framework Update

So I finally ported the entire SweetFX stack into the SweetFX suite of the new ReShade framework, while allowing at the same time arbitrary reordering of its shaders. YaY :cheer:
I also started porting ME shaders but that will take some more time before I will be done with it. (the last update to ME 1.1.111 helped a lot)
So far the framework maintains the original performance, which -I hope- help everyone to get more attached to it.
Also the framework structure changed again to fit the taste of everyone involved. Thanks to Crosire we might even introduce namespaces with the next ReShade update which would further ease the work with the framework (thanks Crosire ;) )

In the following you can see effects from all suites (SweetFX, McFX and GemFX) applied to Sleeping Dogs.


Stay tuned guys :side:
Last edit: 9 years 4 weeks ago by Ganossa.
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9 years 3 weeks ago - 9 years 3 weeks ago #14 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Split Screen Algorithms

I quickly implemented a few split screen algorithms for the new framework. Since I often edit my own screenshots, I actually felt myself I would need something like this to skip the editor for most use cases :silly:
Last edit: 9 years 3 weeks ago by Ganossa.
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9 years 3 weeks ago - 9 years 3 weeks ago #15 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ME/McFX SSAO Algorithms

All of Marty McFly's latest and amazing SSAO techniques made it into the McFX suite now :cheer:
The port also helps with noticing what is important to mention in the developer tutorial.

A little break, then its time to finish the DoF port and after that I have also some time to finish my own stuff...

---EDIT---
--McFX Implementation is DONE--

We are almost there guys and gals. :side:
Stay tuned!
Last edit: 9 years 3 weeks ago by Ganossa.
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9 years 3 weeks ago #16 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
ReShade Framework, final Test

The framework implementation is done :woohoo: and we run the last few checks.
My first AL implementation made it barely into the framework (for the other one I need a little more time).
We are very busy with setting everything up and I hope you can enjoy our work soon enough :lol:

Here one last sneak peak on the final GemFX ambient light shader, together with other shader from the suite. (all default settings)

I did not have any time for music editing or similar :P
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9 years 2 weeks ago #17 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Eye Adaptation

As planned, I continued working on my eye adaptation algorithm which was already (partly) introduced with the current releases of my ambient light shader. However, there have been some issues that made it not as effective as is should have been. Therefore, I changed parts of the previous algorithm (now plus exponential dependencies) and also added true eye adaptation based on the original image in conjunction with ambient light adaptation (they kind of balance each other).

I hope later today, I can give you a short showcase on how it works/looks.

Stay tuned! :side:
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9 years 1 week ago - 9 years 1 week ago #18 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Eye Adaptation #2

Sneak Peak::
On the top of the screen you can see the light detected by the eye adaptation algorithm (orange) and the -by the algorithm- selected adaptation amount (green).

Note that I did not use any color correction in this video. Due to AL's eye adaptation, one could say AL replaces the original lighting. Further, eye adaptation is a good way to keep the brightness of some games in check (especially when applying more effects).
Last edit: 9 years 1 week ago by Ganossa.
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9 years 1 week ago - 9 years 1 week ago #19 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Fusion:: Ambient Light (GemFX) - HeatHaze (McFX)

Very early WIP :blush: but you get the point
Last edit: 9 years 1 week ago by Ganossa.
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9 years 1 week ago - 9 years 1 week ago #20 by Ganossa Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Ambient Light Controled HeatHaze

Some improvements on the algorithm in motion. If it gets better like this, I might be able to release something with the next update? :woohoo:

Last edit: 9 years 1 week ago by Ganossa.
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9 years 1 week 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:
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9 years 5 days 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:
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9 years 5 days 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)

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9 years 20 hours ago - 9 years 20 hours 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: 9 years 20 hours ago by Ganossa.
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9 years 16 hours 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)

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8 years 11 months 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
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8 years 11 months ago - 8 years 11 months 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: 8 years 11 months ago by Ganossa.
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8 years 11 months 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: )



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8 years 11 months ago - 8 years 11 months 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: 8 years 11 months ago by Ganossa.
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8 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
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8 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 ;)
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8 years 11 months ago - 8 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: 8 years 11 months ago by Ganossa.
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