TAA-quality, non-blurry anti-aliasing done using SMAA+SmartSharpen (presets)
- lordbean
- Topic Author
WARNING - these are not performance-oriented presets. They will cut into your framerate visibly (I notice a typical drop of around 15-20% in performance, depending on game and situation). Although I have done my best to avoid it happening, you will also see occasional anti-aliasing artifacts (flickers or shimmers in the scene) due to the aggressive nature of the passes. However, the net result is still less prone to artifacts than TAA when it isn't sure it's seeing an edge. If you're really bothered by the specific look of SMAA anti-aliasing artifacts, and don't want to use TAA, then sorry, you need to look elsewhere.
This comes in either a two-pass or three-pass version. The basic concept that I have finalized is to split the jobs of detecting long edges, "everyday" edges and micro-aliasing into separate passes - however, for performance reasons, long edge and "everyday" edge were reasonably compatible to do in a single SMAA run. TL;DR version: both offer roughly the same visual quality, with the three-pass version costing more GPU time but producing less potential anti-aliasing artifacts than the two-pass version (since the detection and application of edge correction had to be made somewhat less specific to fit both in the same pass). I use the two-pass preset on the vast majority of my games.
For these to work, you will need the AstrayFX package in addition to the full default package and the one containing the SMAA shader. After installing it to a game, you will also need to navigate to the folder and create two copies of the file "SMAA.fx", naming them "SMAA2.fx" and "SMAA3.fx" (SMAA3 is only required if you're going to use the three-pass version). I also strongly advise disabling any driver-based sharpening or sharpening built into the game, since the smart sharpener in these presets is carefully configured to work with the SMAA passes for maximum image quality. Feel free to adjust the sharpening strength though, as it won't significantly affect image quality - it's the other things in the pass that were more important to match to SMAA.
Two-pass preset: pastebin.com/qZr4KwFr
Three-pass preset: pastebin.com/xnjxAYST
I may occasionally update those pastes if I discover an improvement that I can make; however at this point I have been working at it for quite a long time and am fairly convinced I have it tuned about as well as it can be.
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Does this forum have a time-out set for ability to edit posts? I was going to just post this as an edit to the main one, but the button is missing. I only get the option to reply or quote.
Please Log in or Create an account to join the conversation.
- anontsuki
As for the quality, stationary quality is very good, removes a lot, I wouldn't say it's non-blurry though. SMAA tends to do quite a bit of blurring.
I used FFXIV as my test subject since it has no truly good anti-aliasing setup,; what you offered works alright, aside from the text being mangled up, quality is nice.
I'd perhaps fine tune some of the settings within' SMAA on the edge detection. Using those small values means a lot is being detected, great, but kills performance. I know from when I used SMAA, you can really fine-tune those numbers so they detect what you want, without it going crazy on literally every single object and texture in a game, especially since SMAA can't just anti-alias everything it detects.
I personally still find FXAA's AA to be much more pleasant post-sharpened, but a combination of SMAA for depth detection and FXAA or a 2nd SMAA pass (that's not hyper aggressive) work for what they need to.
It's a nice job though and got me thinking about better ways to use what's available to reduce aliasing.
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Edit: Non-blurry is being used in a relative sense here. Running more than one SMAA pass is a recipe for a LOT of blur if you're not careful with the settings, and I think you'll find the result from my presets is about as non-blurred as it gets with the inclusion of the final "everything is an edge" blend pass. Honestly, I also find that even multiple SMAA passes cause less blur in texture details (non-geometry edges) than TAA tends to, which is why I call it a non-blurry setup (again, relatively speaking).
Please Log in or Create an account to join the conversation.
- anontsuki
Makes sense then, what you did and why you did it. Thanks for sharing it with the community!
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Even if not that many people use it, I'm sure I'm not the only one out there who experiences trouble caused by ghosting or motion blur-esque effects, so perhaps some others will find this useful.
Please Log in or Create an account to join the conversation.
- Daemonjax
Hmmm... how about this, then: Instead of motion blur, a custom shader that detects when the camera moves (or its best effort anyways, using only the color buffer or depth buffer), and then (if the camera is moving) replaces the color pixels with one from a different mipmap level. I'd imagine that would remove shimmering and sparklies and you probably wouldn't notice the image quality drop since the camera is moving. I think there was a skyrim mod that did the same thing and people couldn't notice the image quality drop. This might not work well due to problems with camera movement detection -- I think that skyrim mod was able to accurately determine camera movement speed through hooking.
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Aside - Seriously, why does the edit button keep disappearing? I hate forced multiposting like this.
Please Log in or Create an account to join the conversation.
- SpajdrEX
Two-pass preset: pastebin.com/qZr4KwFr
into SMAA2.fx and getting error.:
19:12:07:580 [04740] | ERROR | Failed to load "C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\SMAA2.fx":
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\SMAA2.fx(1, 1): error X3000: syntax error: unexpected 'identifier'
EDIT.: nevermind, resolved it
EDIT.: using it for FFXIV, unfortunately fonts took a big hit in quality, but I guess that's expected.
Thanks anyway
Please Log in or Create an account to join the conversation.
- crosire
Because spam bots were taking advantage. Posting content that looked harmless (copies of existing posts from years ago) and then after a while editing them with spam. Which was harder to detect.Aside - Seriously, why does the edit button keep disappearing? I hate forced multiposting like this.
Please Log in or Create an account to join the conversation.
- lordbean
- Topic Author
Please Log in or Create an account to join the conversation.
- Diceman
github.com/UTwelve/Reshade-shaders/issues/1
HackUIMask at top
HackUICut before effects
HackUIRestore after effects
Please Log in or Create an account to join the conversation.
- Zamasu555
Please Log in or Create an account to join the conversation.