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TOPIC: Preset Explanations

Preset Explanations 10 months 3 weeks ago #1

Is there any where in this forum that explains what each of the presets that you down load on install do. If not, then that would be a very helpful tool for those of us that are not well versed in this kind of thing. For example. I know basically what 'sharpen' does, but there is some other adjustments in there that are a little confusing.
I know I've probably shown my ignorance, but one cannot learn if one is not taught.
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Preset Explanations 10 months 3 weeks ago #2

You mean what all the different shaders do?
Pick up a game with depth-buffer access like Subnautica and check each of them out one-by-one. If any shaders have a debug view (like lumasharpen and MXAO), use that to more clearly see your changes. Take an hour and a half to do that and you'll be completely self-taught.

Only exception might be really niche color shaders. I recommend discarding all of them and using a LUT instead for simplicity's sake.
Last Edit: 10 months 3 weeks ago by FierySwordswoman.
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Preset Explanations 10 months 3 weeks ago #3

I'll shortly outline every shader's purpose, except the obvious ones

AdaptiveFog: distance fog
AdaptiveSharpen: Sharpen filter
AmbientLight: bloom, mixed with eye adaptation and lens dirt
Bloom: bloom (duh)
Border: Border around the screen
CA: Chromatic Aberration
CRT: Pixelart CRT filter
Cartoon: Cartoonifies the image
Clarity: Local contrast filter, makes screen look like these HDR photos
ColorMatrix: Color grading filter
Colourfulness: Intelligent saturation filter
Curves: Various contrast curves
DoF: Depth of Field
DPX: Cineon DPX color grading
Daltonize: Color blindness simulator
Deband: Fixes ugly gradients due to LDR
Denoise: Removes noise, similar to Deband
DepthHaze: Similar to fog
DisplayDepth: Raw depth buffer output, use it to check depth buffer support easuly
DrawText: draws a text, util with no real purpose yet
Emphasise: Focus based coloring, similar to DoF except blurred areas aren't blurred but colored
FXAA: Anti Aliasing
FilmGrain: film grain
FilmicPass: color grading
FineSharp: yet another sharpen filter
GaussianBlur: Bloom, somewhat
HDR: bloom, somewhat
HQ4X: upscaler for pixelart games
HighPassSharpen: yet another sharpen filter
LUT: See FierySwordswoman's post
Levels: Allows to clamp colors to new black/white level
LiftGammaGain: color grading
LightDoF: Depth of Field
LumaSharpen: Yet another sharpen filter
MXAO: High quality SSAO
Magic Bloom: yet another bloom
Monochrome: duh
Motion Blur: duh
RBM: Reflective Bumpmapping, adds a wet gloss on surfaces
SMAA: Anti Aliasing
Sepia: color tint
SurfaceBlur: Blurs all surfaces so it looks like 1x1 texture pack in Minecraft
Technicolor: color grading
TiltShift: duh
Tonemap: duh
Vibrance: intelligent saturation
Vignette: duh

Imho you need LUT for color grading, any sharpen filter, any AA filter, done. If you want to go high end, add bloom, AO, DoF. The rest can either be done by the ones I named or is for a special purpose like HQ4X or is entirely useless.
Last Edit: 10 months 3 weeks ago by Marty McFly.
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Preset Explanations 5 months 2 days ago #4

Sorry to bump a probably dead post. Are they’re any major difference between AdaptiveSharpen, Luma Sharpen and HighPassSharpen? Do you think you can order which ones for biggest to least FPS impact and do the same for with ones make the images the sharpest?
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