fxaa ultra quality

  • Posts: 221
3 years 9 months ago #21 by Sunesha
I found this in the shader files:

Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__SUBPIX define.
// It is here now to allow easier tuning.
// Choose the amount of sub-pixel aliasing removal.
// This can effect sharpness.
// 1.00 - upper limit (softer)
// 0.75 - default amount of filtering
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
// 0.25 - almost off
// 0.00 - completely off
FxaaFloat fxaaQualitySubpix,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// The minimum amount of local contrast required to apply algorithm.
// 0.333 - too little (faster)
// 0.250 - low quality
// 0.166 - default
// 0.125 - high quality
// 0.063 - overkill (slower)
FxaaFloat fxaaQualityEdgeThreshold,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
// 0.0625 - high quality (faster)
// 0.0312 - visible limit (slower)
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaQualityEdgeThresholdMin,
The following user(s) said Thank You: Golgotha, XIIICaesar

Please Log in or Create an account to join the conversation.

  • Posts: 57
3 years 6 months ago #22 by XIIICaesar
Just thought I'd say that when I found your post, I didn't think of looking in the shader file like w/ SMAA. But trying "almost/completely off", "overkill", & visible limit make the jaggies disappear w/o hardly any blur left after. Thanks for pointing this out.

Please Log in or Create an account to join the conversation.

  • Posts: 221
3 years 6 months ago #23 by Sunesha

XIIICaesar wrote: Just thought I'd say that when I found your post, I didn't think of looking in the shader file like w/ SMAA. But trying "almost/completely off", "overkill", & visible limit make the jaggies disappear w/o hardly any blur left after. Thanks for pointing this out.

I liked that help in the files too. It gives you indication how the values effect the outcome.

Please Log in or Create an account to join the conversation.

  • Posts: 221
3 years 6 months ago #24 by Sunesha
Also the minimum edge threshold, I leave it at 0.I have not seen a performance gain to justify using it. But under 0.03 I have not see any visible aliasing in the dark areas.

Please Log in or Create an account to join the conversation.

  • Posts: 15
3 years 6 months ago - 3 years 6 months ago #25 by valkyrjur
So SMAAis not working like should be in reshade 3?
And if that is true, what are your recomendations for FXAA?

Please Log in or Create an account to join the conversation.