Can't find good Reshade for AA that doesn't massively impact performance.
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1 year 4 months ago #1
by [email protected]
Can't find good Reshade for AA that doesn't massively impact performance. was created by [email protected]
Hi, Reshade's anti aliasing is doing nothing for me in helldivers 2. As it's an online game I'm limited as to what I can use.
SMAA does basically nothing, FXAA does a tiny but more but still basically nothing (nvidias fxaa is much better). Apart from HQAA and DLAA plus, which are way to performance intense, they all do basically nothing - the effect is so miniscule and really only affects certain objects close-up, they dont help with thin lines or distant aliasing, which is where its needed most. Anyone have any tips? Ive tried tweaking their settings. Nothing helps.
Blueskydefenders TAA didnt work at all. I've tried LXAA, DLAA, ASSMAA, marty's SMAA, FSMAA, NFAA.
Any help would be much appreciated.
SMAA does basically nothing, FXAA does a tiny but more but still basically nothing (nvidias fxaa is much better). Apart from HQAA and DLAA plus, which are way to performance intense, they all do basically nothing - the effect is so miniscule and really only affects certain objects close-up, they dont help with thin lines or distant aliasing, which is where its needed most. Anyone have any tips? Ive tried tweaking their settings. Nothing helps.
Blueskydefenders TAA didnt work at all. I've tried LXAA, DLAA, ASSMAA, marty's SMAA, FSMAA, NFAA.
Any help would be much appreciated.
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- Scorpio82CO
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1 year 4 months ago #2
by Scorpio82CO
Replied by Scorpio82CO on topic Can't find good Reshade for AA that doesn't massively impact performance.
It's not suppose to be an ataliasing technique,but if you apply hq4x and mix it with some values, and apply again with fxaa, and then with some sharp shader like rj sharpen of filmic anamorphic, you achieve better results try it.
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- Daemonjax
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1 year 1 month ago - 1 year 1 month ago #3
by Daemonjax
Replied by Daemonjax on topic Can't find good Reshade for AA that doesn't massively impact performance.
Shader-based AA comes down to two basic steps: 1) edge detection 2) blurring the edge. If the AA isn't "good enough", then gotta find out which step (maybe both) it's not doing a good job at and correct that.
With SMAA you need to turn up the rounding setting as high as you can stand it. The defaults I've seen use rounding at 0.25, which isn't going to do a whole hell of a lot compared to fxaa + sharpening... probably because they're trying to avoid turning text into a comic font. The smaa + depth buffer detection option is good, but it depends on how good the depth buffer access is for that game. If the UI is pretty static, then you can add an texture-based exclusion mask. For more complicated UI's (menu screens, inventory screens, etc) it's usually possible to tap some pixels (4 pixels should be enough) and create a matrix (something like a table lookup, but you'll find you don't need to actually have the table itself) to detect which screen you're seeing and then apply the correct exclusion texture mask to smaa (or any shader, really) -- but this is game-specific shader code. Another example of game-specific shader code (to exclude an effect, like aa) is if the text is always a specific color you can exclude detecting edges that are that specific color.
What's causing the aliasing? Is it the geometry or something else? Another option (instead of blurring) is to simply draw thick dark lines over the all the edges -- ala borderlands. Doing this is simple enough, although I don't know if there's an existing shader that does it well enough.
Some games render geometry at half res to hide performance issues, which will always look bad (crazy aliasing, especially when moving the camera) and there's nothing you can do about it. Early versions of No Man's Sky did that, but it doesn't anymore. Hmm... drawing black lines over the edges might work better than blurring in this case.
You can check to see if you have access to other buffers (besides the depth butter and back buffer) to work with. In theory you could build a custom reshade build for a specific game that has access to all the game's buffers (which you'd find manually).
But really if the AA is so bad in that game it should be fixed by the game devs with real TAA -- there's only so much you can do with just working with the final output image (+ depth buffer... maybe).
With SMAA you need to turn up the rounding setting as high as you can stand it. The defaults I've seen use rounding at 0.25, which isn't going to do a whole hell of a lot compared to fxaa + sharpening... probably because they're trying to avoid turning text into a comic font. The smaa + depth buffer detection option is good, but it depends on how good the depth buffer access is for that game. If the UI is pretty static, then you can add an texture-based exclusion mask. For more complicated UI's (menu screens, inventory screens, etc) it's usually possible to tap some pixels (4 pixels should be enough) and create a matrix (something like a table lookup, but you'll find you don't need to actually have the table itself) to detect which screen you're seeing and then apply the correct exclusion texture mask to smaa (or any shader, really) -- but this is game-specific shader code. Another example of game-specific shader code (to exclude an effect, like aa) is if the text is always a specific color you can exclude detecting edges that are that specific color.
What's causing the aliasing? Is it the geometry or something else? Another option (instead of blurring) is to simply draw thick dark lines over the all the edges -- ala borderlands. Doing this is simple enough, although I don't know if there's an existing shader that does it well enough.
Some games render geometry at half res to hide performance issues, which will always look bad (crazy aliasing, especially when moving the camera) and there's nothing you can do about it. Early versions of No Man's Sky did that, but it doesn't anymore. Hmm... drawing black lines over the edges might work better than blurring in this case.
You can check to see if you have access to other buffers (besides the depth butter and back buffer) to work with. In theory you could build a custom reshade build for a specific game that has access to all the game's buffers (which you'd find manually).
But really if the AA is so bad in that game it should be fixed by the game devs with real TAA -- there's only so much you can do with just working with the final output image (+ depth buffer... maybe).
Last edit: 1 year 1 month ago by Daemonjax.
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