Framework: Questions,suggestions & missing options
- DeMondo
- Topic Author
(Again) thank you for the awesome Mediator, a few things I noticed {ReShade 0.19.2 Public Beta with Framework}
- when I activate Ambient Occlusion & Deband, AO isnt working
solution: via Effect Ordering, place AO above Deband
- when I edit the McFX_settings.cfg and manually activate AO, games will crash
- Ambient Light isnt working in opengl-based games (Quake 4, Doom 3)
- In The McFX Suite {Framework - McFX_settings.cfg} I miss these options (which were available in the MasterEffect.h):
#define AO_TEXSCALE
#define AO_SHARPNESS_DETECT
#define AO_BLUR_STEPS
#define AO_FADE_START
#define AO_FADE_END
Especially the absence of AO_FADE_END is causing a major FPS drop in games with big outdoor areas.
Something else: Is it possible to have the Anamflares vertical positioned instead of horizontal ?
The performance is very good while using the shaders in most games although when I use this (especially the GEMFX shaders) the framerate dives from 60 to 30fps in Assassin's Creed IV: Black Flag, especially the Ambient Light & Motion Blur shaders causing this, the others shaders like SweetFX etc, doesnt have this fps impact in Black Flag (besides the SweetFX SMAA shader which causes a fps drop too). I dont have a clue whats causing this.
Is it possible to make the layout of your Mediator bigger, all values are sitting very close to each other, its easy to make a mistake this way, while changing values on the fly.
Is there a way to dynamically limit the bloom output, while using the same settings, for example night time in Black Flag could use more bloom than during full bright daylight.
Thanks!
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- Ganossa
That sounds shader specific but I will see what I can find outDeMondo wrote: - when I activate Ambient Occlusion & Deband, AO isnt working
solution: via Effect Ordering, place AO above Deband
Is there an error message? In the current version AO and 2 other shader get an additional entry for values in the configuration files that might create conflicts. This is already fixed for the upcoming release.DeMondo wrote: - when I edit the McFX_settings.cfg and manually activate AO, games will crash
I use "cube" to test ogl and there it works. Is there any feedback you get? Please try with "cube" game which is free to download.DeMondo wrote: - Ambient Light isnt working in opengl-based games (Quake 4, Doom 3)
If this is something Marty recently added then it might have not yet been implemented by him in the Framework. He either will answer here himself or I'll let him know.DeMondo wrote: - In The McFX Suite {Framework - McFX_settings.cfg} I miss these options (which were available in the MasterEffect.h):
#define AO_TEXSCALE
#define AO_SHARPNESS_DETECT
#define AO_BLUR_STEPS
#define AO_FADE_START
#define AO_FADE_END
Especially the absence of AO_FADE_END is causing a major FPS drop in games with big outdoor areas.
Yes, will put it on the to do list.DeMondo wrote: Something else: Is it possible to have the Anamflares vertical positioned instead of horizontal ?
We are currently discussing improvements to performance of the smart shader including the two you mentioned. Stay tunedDeMondo wrote: The performance is very good while using the shaders in most games although when I use this (especially the GEMFX shaders) the framerate dives from 60 to 30fps in Assassin's Creed IV: Black Flag, especially the Ambient Light & Motion Blur shaders causing this, the others shaders like SweetFX etc, doesnt have this fps impact in Black Flag (besides the SweetFX SMAA shader which causes a fps drop too). I dont have a clue whats causing this.
Currently only by changing the font size of windows. Automatic creation of elements on screen gets complicated when allowing arbitrary size.DeMondo wrote: Is it possible to make the layout of your Mediator bigger, all values are sitting very close to each other, its easy to make a mistake this way, while changing values on the fly.
Yes, in the Ambient light shader you need to have adaptation activated and then you can control exactly that with the related adaptation multiplier in ambient light settings. The higher the related value, the more the adaptation algorithm will influence the e.g. bloom result depending on scene brightness.DeMondo wrote: Is there a way to dynamically limit the bloom output, while using the same settings, for example night time in Black Flag could use more bloom than during full bright daylight.
You are welcomeDeMondo wrote: Thanks!
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- DeMondo
- Topic Author
LuciferHawk wrote:
- Is there an error message? In the current version AO and 2 other shader get an additional entry for values in the configuration files that might create conflicts. This is already fixed for the upcoming release.
A few parts of the log I received [after manually activated AO in the McFX_settings.cfg]:
C:\Games\Assault on Dark Athena\System\Win32_x86\/ReShade/CustomFX_settings.undef(22): warning: Unexpected text in #control line ignored
from file C:\Games\Assault on Dark Athena\System\Win32_x86\/ReShade\Common\PerformanceCheck.h, line 18,
from file C:\Games\Assault on Dark Athena\System\Win32_x86\ReShade\Common\Util.h, line 3,
from file C:\Games\Assault on Dark Athena\System\Win32_x86\ReShade.fx, line 11.
C:\Games\Assault on Dark Athena\System\Win32_x86\/ReShade/McFX_settings.cfg(48): error: Redefining defined variable "USE_AMBIENTOCCLUSION"
from file C:\Games\Assault on Dark Athena\System\Win32_x86\/ReShade\Common\PerformanceCheck.h, line 24,
from file C:\Games\Assault on Dark Athena\System\Win32_x86\ReShade\Common\Util.h, line 3,
from file C:\Games\Assault on Dark Athena\System\Win32_x86\ReShade.fx, line 11.
...
etc..
22/07/2015 23:38:34:320 [06464] | ERROR | Failed to create depth texture with error code 1280
22/07/2015 23:38:34:836 [06464] | ERROR | Failed to create depth texture with error code 1280
22/07/2015 23:38:35:353 [06464] | ERROR | Failed to create depth texture with error code 1280
...
etc.. [very long log list]
This was recently tested with The Chronicles of Riddick - Assault on Dark Athena, but these errors appear as well
with other games, of course it isnt a big thing, I just wont edit the McFX_settings.cfg anymore and use your Mediator fully, which works.
LuciferHawk wrote:
- I use "cube" to test ogl and there it works. Is there any feedback you get? Please try with "cube" game which is free to download.
I tried a few opengl-based games: Quake IV & The Chronicles of Riddick - Assault on Dark Athena,
the latter gave back this error report while Ambient Light (via your Mediator) was enabled:
Vertex info
0(46) : error C7612: profile doesn't support more than 32 samplers
0(47) : error C7612: profile doesn't support more than 32 samplers
0(48) : error C7612: profile doesn't support more than 32 samplers
...etc..
Fragment info
0(45) : error C7612: profile doesn't support more than 32 samplers
0(46) : error C7612: profile doesn't support more than 32 samplers
0(47) : error C7612: profile doesn't support more than 32 samplers
...etc..
Another problem with The Chronicles of Riddick - Assault on Dark Athena is while I tried both the Framework Pack and
the Reshade+MasterEffect ("standalone" without Framework), the screen becomes totally black, even if I disabled all effects.
LuciferHawk wrote:
- If this is something Marty recently added then it might have not yet been implemented by him in the Framework. He either will answer here himself or I'll let him know.
Thanks that would be great, because without those options, finetuning isnt possible for AO, and especially the absence of AO_FADE_END is causing a major FPS drop (Quake IV, in large areas)
LuciferHawk wrote:
- We are currently discussing improvements to performance of the smart shader including the two you mentioned. Stay tuned
Yes I have noticed with some Uplay games especially like with Assassins Creed Chronicles China, although I found Alt Tabbing out & back into the game fixes this 60 --> 30 FPS problem, but Black Flag is resistant for this fix while Ambient Light & Motion Blur shaders are enabled.
LuciferHawk wrote:
- Yes, in the Ambient light shader you need to have adaptation activated and then you can control exactly that with the related adaptation multiplier in ambient light settings. The higher the related value, the more the adaptation algorithm will influence the e.g. bloom result depending on scene brightness.
Yes I have noticed this, it works wonders, although games which dont allow this Ambient light shader being enabled, are than without that adaptation multiplier for bloom, is it possible to integrate an extra adaption in the bloom (beneath #define USE_BLOOM 0 in GemFX_settings.cfg)?
I have noticed too that this AL adaptation multiplier is darkening the darker / shadow -areas, which can cause detail-loss in those areas, it isnt darkening the bloom areas (enough), perhaps I totally overlooked a setting in GemFX_settings.cfg...
I really like your Ambient light shader its one of the most unique shaders I found in the Framework Pack, these shaders applied on old games will bring them graphically to "modern" standards. I remember quite some time ago you talked about Natural Light shader, it was while you worked on your standalone GEMFX-Version-1-0-8, are you planning to bring it into the Framework Pack? Personally I think it would be a great extra option, quite some people trying to mimic "real"-life graphics, especially when I look to the presets on the SweetFX Settings DataBase
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- Ganossa
I will further detache the adaptation from AL since there are still a few shader left that would not work without AL but the multiplier values contextually still belong to the "global" adaptation shader cause they would not work without it.
I have a natural light prototype for ReShade but have to modify quiet a few things and probably make it an option in AL.
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- DeMondo
- Topic Author
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- Ganossa
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- DeMondo
- Topic Author
Is it a possibility to limit the output of the shader-samplers via Framework itself?
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- Ganossa
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- DeMondo
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- Ganossa
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- DeMondo
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- MonarchX
- Why not keep all of the effects under a single category? Why do the CustomFX and GEMFX and SweetFX? Is it to give credit to developers? If that is the case then it is fine I guess, but otherwise it would be best to just organize it all into a single library.
- TuningPalette default 3DLUT file was not in " " in Mediator, which caused not figuring out what the problem was when I entered name of the new LUT without " ".
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- SilentPrayerCG
I trying Fallout New Vegas.
It because in EXE file, name of application is Fallout: New Vegas and contain ":"? And mediator somehow using this Application Name (not only file name) in IO operations that create or read some files? And it cause error, because ":" inappropriate simbol for paths?
Should i wait next build, or i should try some third party programs and make attempt to change this title that contain ":"?
Thx.
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- Ganossa
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- SilentPrayerCG
Well, good news then.It is already fixed in the upcoming release version.
I trying on LoL, and it works, but z-depth buffer glitching, DoF there not needed, but AO would be nice, but they are both is blinking, something like if i force AO via nvidiainspector, or something like that.
(when i enable it in nvidiainspector, he work fine while my charecter on screen, when camera leave him behind, ao is dissapear.
well, not need too much
i used just old regular gemfx, for overall contrast adjustment.
but i need check something, i'm not shure, but maybe he is cause of little (0.5-1sec) periodically (every few min) freezes on that stupid windows 10, or maybe it something else)
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- SilentPrayerCG
I think it will be nice feature (maybe...) if mediator be able to get for preview z-depth from alpha chanel or just file.
It make possible to check out DoF and AO on preview.
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- Ganossa
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- SilentPrayerCG
In some gemfx shaders (godrays as example) there is parameter that says "DEPTH_CHECK"
if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
i wonder if it mean z-depth, or it just mean that shader will ignore static pixels (or something else?)?
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- Ganossa
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- vfxninjaeditor
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