Ganossa's GemFX/ReShade Assistant/Framework Dev Blog
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8 years 1 month 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
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)
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

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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8 years 1 month 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
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
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

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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8 years 1 month ago - 8 years 1 month 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
Applied this Quake palette with the TuningPalette shader
to GTA V
Some more options...
...GTA 5 goes vintage
"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

Applied this Quake palette with the TuningPalette shader
to GTA V
Some more options...
...GTA 5 goes vintage
Last edit: 8 years 1 month ago by Ganossa.
The following user(s) said Thank You: BrandonHortman, jas01, Scorpio82CO
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8 years 1 month 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
)

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

The following user(s) said Thank You: crosire, BillyAlt, jas01, Courier, Crystrex
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8 years 1 month ago - 8 years 1 month ago #29
by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Gr8mmFilm Shader
As requested and still WiP
As requested and still WiP
Last edit: 8 years 1 month ago by Ganossa.
The following user(s) said Thank You: Alex_outer, Quentin-Tarantino, Aelius Maximus
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8 years 4 weeks 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
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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8 years 4 weeks 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
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

A love letter to all the cinematic fans out there

The following user(s) said Thank You: BillyAlt, jas01
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8 years 4 weeks ago - 8 years 4 weeks 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).
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 4 weeks ago by Ganossa.
The following user(s) said Thank You: BillyAlt, jas01
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8 years 3 weeks ago - 8 years 3 weeks 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
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.
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

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: 8 years 3 weeks ago by Ganossa.
The following user(s) said Thank You: crosire, sajittarius, BillyAlt, Constantine PC, jas01, borrisgame
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8 years 1 week 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
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

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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8 years 1 hour 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
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).
Finally another official progress post on the configurator end

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).

The following user(s) said Thank You: Ioxa, SunBroDave, SpinelessJelly, BrandonHortman, jas01, Aelius Maximus
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7 years 11 months ago - 7 years 11 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).
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: 7 years 11 months ago by Ganossa.
The following user(s) said Thank You: sajittarius, BillyAlt, klotim, BrandonHortman, jas01
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7 years 11 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
):
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

The following user(s) said Thank You: Alex_outer, BillyAlt, BrandonHortman, Aelius Maximus, LL187
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7 years 11 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
)
The goal is to finish this weekend but the release is up to crosire's timing on ReShade 1.0
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

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

The following user(s) said Thank You: Wicked Sick, Alex_outer, SpinelessJelly, BrandonHortman, jas01, MrManop0
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7 years 11 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)
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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7 years 9 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
I know, it took me quiet some time to get started
Starting to implement the requested motion blur effect of light

I know, it took me quiet some time to get started

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7 years 8 months ago #41
by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
DaVinciCode(WIP)
A new algorithm that I am currently working on and which is inspired by the an-isotropic diffusion effect in photoshop:
Vanilla
HighQuality, LowCost Paint Shader
The high quality is especially noticeable with lower effect strength when comparing to other algorithms (including photoshop) which usually produce artifacts. This and its high performance makes it a very useful (and playable) effect and further allows it to be used as a sort of anti aliasing effect.
A new algorithm that I am currently working on and which is inspired by the an-isotropic diffusion effect in photoshop:
Vanilla
HighQuality, LowCost Paint Shader
The high quality is especially noticeable with lower effect strength when comparing to other algorithms (including photoshop) which usually produce artifacts. This and its high performance makes it a very useful (and playable) effect and further allows it to be used as a sort of anti aliasing effect.
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7 years 8 months ago #42
by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
With a little help of wordpress I created a simple developer blog which I will use as "further reading" material to the updates I post here. It will basically provide you with in depth explanations on how certain ideas work and how they can be or are approached by me, you or anyone else.
You can reach it @ www.gemfxdevblog.wordpress.com
You can reach it @ www.gemfxdevblog.wordpress.com
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7 years 7 months ago #43
by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Novel Lens Flare Algorithm(Conceptual)
As a foundation for future implementations I came up with a new algorithm for a very smart/dynamic and performant lens flare format. It involved quiet a bit of math though

As a foundation for future implementations I came up with a new algorithm for a very smart/dynamic and performant lens flare format. It involved quiet a bit of math though



Here you can have a first impression
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7 years 7 months ago #44
by Ganossa
Replied by Ganossa on topic Lucifer's GemFX/Mediator/Framework Dev Blog
Yet Another Novel Lens Flare Algorithm(Also Conceptual
)
With this algorithm, I am trying to increase the responsiveness of generic lens effects.

With this algorithm, I am trying to increase the responsiveness of generic lens effects.
Tested on GTA V
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