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TOPIC: (for pre1.1 MER) MER with SMAA (unofficial)

MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #7

Your SMAA added ME works great on Attila total war with MagicDOF and MatsoDOF. Thought, DOF is wasting my GPU :(
Last Edit: 4 years 8 months ago by occiq.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #8

SMAA "Ultra" is defined as

SMAA_Threshold 0.05
SMAA_MAX_SEARCH_STEPS 32
SMAA_MAX_SEARCH_STEPS_DIAG 16
SMAA_CORNER_ROUNDING 25

(I've also seen 64 used instead of 32)

but I don't know about the other values
forums.guru3d.com/showpost.php?p=4378263&postcount=740
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #9

This seems to work great with Dragonage Inquisition =D
Thanks! Hopefully this will help me figure out how to add HDR to MFX.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #10

hey thank you bro please ultra fxaa ?
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #11

I have a question concerning the "differences orig tweaks" file. Why did you remove the HDR rendering? It's a giant loss of quality when you remove that.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #12

Marty McFly wrote:
I have a question concerning the "differences orig tweaks" file. Why did you remove the HDR rendering? It's a giant loss of quality when you remove that.

1. There have been problems when using some effects together, like ca, smaa and grain, Threy interfered in bad way and I haven't found the right pass order to sort this out.. Without the HDR-rendertargets this works well.

2. As I stated here I haven't noticed any differences in quality. Maybe you could post some screenshots, where one can actually see a quality decrease. Most of the time some effects (bloom etc.) just looks slightly different, but not worse, imo.
I'm not a HLSL coder, but isn't the whole difference the rgb8 colorspace on the backbuffer instead of 16bit, which the hdr-textures use? Is there a necessity for more than 16.7 million colors for game rendering? Or am I completely wrong on this?
Last Edit: 4 years 2 weeks ago by crosire. Reason: Fixed link
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #13

brussell wrote:
Is there a necessity for more than 16.7 million colors for game rendering? Or am I completely wrong on this?
Usually no, but you can notice color banding in gradients because of missing precision to present smooth transitions between two colors. The far more important thing here is that the textures were saved in a floating point format (marked by the "F" that postfixes "RGBA16F"). This format saves floats (or actually halfs; floats are 32bit in size, halfs are half that size, but still save floating point data and not integers), while the normal ones save normalized integer values. This means a RGBA8 texture can only save values between 0 and 1, whereas RGBA16F can save anything below and above too, which can be very important for bright effects like bloom.
Cheers, crosire =)
Last Edit: 4 years 8 months ago by crosire.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #14

Exactly, bloom looks pretty fucked with LDR colorspace. Newest WIP version contains optional HDR mode, 0 is RGBA8, 1 is RGBA16F and 2 is RGBA32F.
Last Edit: 4 years 8 months ago by Marty McFly.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #15

Marty McFly wrote:
Exactly, bloom looks pretty fucked with LDR colorspace. Newest WIP version contains optional HDR mode, 0 is RGBA8, 1 is RGBA16F and 2 is RGBA32F.

Very nice. That way people don't have to make "optimized" versions.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #16

Thanks for clarification Crosire.
Out of curiosity I've tested some scenes (Far Cry2) with bloom with RGBA8 and RGBA16F textures.

Normal game scene:
RGBA8, RGBA16F
No real difference visible, even when zoomed in.

Menu (with overblown bloom settings):
RGBA8, RGBA16F
The RGBA16F bloom is more precise on local highlights. For better visibility of color banding I've zoomed to some detail:
RGBA8, RGBA16F.
Here the color banding with RGBA8 is clearly visible.

So there is definitely a decrease in quality. But for me, personally, the RGBA8 textures are more than sufficent for most gaming situations (unless high quality screenshots are needed or something).
Last Edit: 4 years 8 months ago by brussell.
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MasterEffect ReBorn with SMAA (unofficial) 4 years 8 months ago #17

Thanks, I get even better performance with this version too.
I'm always learning.
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