Framework: Questions,suggestions & missing options
- 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
- Topic Author
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- Ganossa
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- DeMondo
- Topic Author
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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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- SilentPrayerCG
Ok, then it will be mean that effect with this flag can't work correctly if game can't provide propper z-buffer?Yes, its checking the z-depth value to decide when to apply the effect. E.g. a strong god ray effect is better just applied to the skybox
(I just ask, because in Fallout New Vegas, godrays work, but i think they dont work correctly, because z-depth in game is static, and updated only when game go to menu screen)
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- Marty McFly
SilentPrayerCG wrote:
Ok, then it will be mean that effect with this flag can't work correctly if game can't provide propper z-buffer?Yes, its checking the z-depth value to decide when to apply the effect. E.g. a strong god ray effect is better just applied to the skybox
(I just ask, because in Fallout New Vegas, godrays work, but i think they dont work correctly, because z-depth in game is static, and updated only when game go to menu screen)
Exactly. Usually depth value of 1.0 means infinite distance. Most games with not properly working depth buffer have a plain white depth buffer so it seems like everything is infinitely far away and the limitation of depth check doesn't work. Also, when the depth buffer is pitch black, no effect is applied at all.
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- SilentPrayerCG
Sadly, most my games doesn't support z-depth or can't stable produce it.
Godrays whit depth off make just static glowing at center of screen, and nothing more.
Also i have question about UI Mask, i dont get how use this, for me it just make all effects not appear at all.
ok, i think i get it. press f12, move around until static pixels will be captured by shader, then press 12 again.
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- brussell
CustomFx.cfg
////----------------//
///**CROSSPROCESS**///
//----------------////
#define USE_CROSSPROCESS 1
...
#define CrossRedA 0.85
#define CrossRedB 0.04
#define CrossGreenA 1.00
#define CrossGreenB 0.02
#define CrossBlueA 0.51
#define CrossBlueB 0.045
...
ColorCorrection.h
float3 CrossPass(float3 color)
{
float2 CrossMatrix [3] = {
float2 (CrossRedA, CrossRedB),
float2 (CrossGreenA, CrossGreenB),
float2 (CrossBlueA, CrossBlueB),
...
}
Thereby the preset creators, that change these (as I do) won't have to ship their presets with ColorCorrection.h.
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- DeMondo
- Topic Author
A time ago (beginning of this topic) I wrote about:
- 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.
--> Is there any news upon this, can we see a new Framework with the latest Master FX ReBorn v1.1.287,
the latest ReShade Framework v1.0.0 contains MER v1.1.190 which are missing quite some extra AO features
(and these 2 techniques: Raymarch HBAO & Alchemy SAO)..
or how can I "port" these extra AO features into ReShade Framework v1.0.0 myself?
Thanks in advance!
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- Ganossa
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