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TOPIC: MasterEffect ReBorn official thread

MasterEffect Reborn official thread 2 years 8 months ago #21

  • SunBroDave
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I also just wanted to stop by and thank you Marty for such an incredible tool. ReS and MER go together like peanut butter and jelly, and I haven't been this excited to mess about with my games since first discovering SweetFX. Cheers mate and keep up the incredible work!
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MasterEffect Reborn official thread 2 years 8 months ago #22

might just work in Manual rather then Auto, might be easier
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MasterEffect Reborn official thread 2 years 8 months ago #23

  • Marty McFly
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Detecting depth buffer on a generic base is hard enough, detecting the HUD in every game is almost impossible. In the shader, the only thing I can do is saving rectangular areas around the HUD to stop being blurred but these would need to be set and adjusted for every game. I see many people saying that HUD is visible in depth buffer: this is actually a not correct depth buffer and fix for thst would render ME unuseable for other games where depth buffer is working properly.
Last Edit: 2 years 8 months ago by Marty McFly.
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MasterEffect Reborn official thread 2 years 8 months ago #24

Detecting depth buffer option is good for me for interesting screenshots xD
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MasterEffect Reborn official thread 2 years 8 months ago #25

Magic DOF is real nice. Thanks marty.
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MasterEffect Reborn official thread 2 years 8 months ago #26

  • Marty McFly
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Well, it was a hell of work though to get it working nicely, especially many solutions I use for stock DOF shaders don't work here because of two layers.
@Topic: Chapman lensflare implemented (that smaller lensflare in the big one is texture based lensflare of stock GTASA, sorry for that):

Last Edit: 2 years 8 months ago by Marty McFly.
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MasterEffect Reborn official thread 2 years 8 months ago #27

  • matsilagi
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Marty McFly wrote:
Well, it was a hell of work though to get it working nicely, especially many solutions I use for stock DOF shaders don't work here because of two layers.
@Topic: Chapman lensflare implemented (that smaller lensflare in the big one is texture based lensflare of stock GTASA, sorry for that):


Wow, that was fast! Looking forward for its upload. Congrats for the amazing work speed.
Loves to test stuff for no reason.
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MasterEffect Reborn official thread 2 years 8 months ago #28

  • Marty McFly
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Another one of the X.000 attempts of raymarching failed, hours wasted. F*CK! I hate raymarching so much and every algorithm on the web is not working as I want it to, and own attempts work poorly.
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MasterEffect Reborn official thread 2 years 8 months ago #29

  • Tom Yum 72
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Didnt had time to try the new dof yet...i just want to say "Thank you" for that , Marty.
Dof is always much appreciated.
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MasterEffect Reborn official thread 2 years 8 months ago #30

  • Marty McFly
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Tom Yum 72 wrote:
Didnt had time to try the new dof yet...i just want to say "Thank you" for that , Marty.
Dof is always much appreciated.

It's definitely worth a try. Artifacts are low if blur radius is not excessive and it runs with almost no fps cost (confirmed by matsilagi who has a rather low-end system).
Last attempt on raymarching worked. For some reason all my huge algorithms and those of the web don't work properly when this rather simple approach gives what I wanted. I still need to apply box blur/gaussian blur on it in order to get proper image quality but it's something.

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MasterEffect Reborn official thread 2 years 8 months ago #31

I already ported SAO to DX9 for GeDoSaTo so you might want to reuse it. (Scalable Ambient Obscurance is an evolution of Alchemy AO by the same author)
github.com/PeterTh/gedosato/blob/master/pack/assets/dx9/SAO.fx

Demo shot on AC1

And you're right there is some kind of "generic" projection matrix that has to be defined on the CPU side (have a look at line 130 github.com/PeterTh/gedosato/blob/master/source/ssao.cpp

Since I couldn't grab the real projection matrix from the game (it really is too much of a hassle, ask Crosire) I was assuming a default FoV value of 59 for 16/9 and 65 for 16/10 would be good enough for my "generic" projection matrix.

But that would mean CPU side code both for DX9 and for DX10/11... I know that's a real pain in the ass but afaik all the shader relying purely on depth without projection values pretty much suck. And I had a look at pretty much all of the worthwhile ones at the time. HBAO+ being the king but unfortunately closed-source.

I really don't have time for this anymore though since I got a new job 2 months ago...
Last Edit: 2 years 8 months ago by Boulotaur2024.
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MasterEffect Reborn official thread 2 years 8 months ago #32

  • Marty McFly
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I saw that already but missed that ProjInfo in your ssao.cpp so I couldn't port it. Well, many thanks for that, I will definitely have a look at SAO again.
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MasterEffect Reborn official thread 2 years 8 months ago #33

  • crosire
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Boulotaur2024 wrote:
And you're right there is some kind of "generic" projection matrix that has to be defined on the CPU side
You could also create it right in the shader. Asuming all parameters are constant (which is the case with a constant FOV value and the screen aspect) constant folding (which ReShades compiler supports) would do all the math before actually (trans- +)compiling it and thus creating the matrix without any additional overhead.

The matrix created by "D3DXMatrixPerspectiveFovLH(..., float fovy, float aspect, float zn, float zf)" looks like this:
static const float4x4 matProjection = float4x4(
  1.0f / (aspect * tan(fovy / 2.0f)),  0.0f,                     0.0f,                   0.0f,
  0.0f,                                1.0f / tan(fovy / 2.0f),  0.0f,                   0.0f,
  0.0f,                                0.0f,                     zf / (zf - zn),         1.0f,
  0.0f,                                0.0f,                     (zf * zn) / (zn - zf),  0.0f
);
Cheers, crosire =)
Last Edit: 2 years 8 months ago by crosire.
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MasterEffect Reborn official thread 2 years 8 months ago #34

What is awesome is we can finally add enb like effects to DX11 games, like Stalker CoP

gotta love them dislike spammers
Last Edit: 2 years 8 months ago by strelokgunslinger.
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MasterEffect Reborn official thread 2 years 8 months ago #35

There are some Stalker fans who seem to blindly rage against any sort of modification.
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MasterEffect Reborn official thread 2 years 8 months ago #36

I thought it was due to my somewhat negative banter toward a reddit user who completely missed the youtube description to understand what the video was about.. and obviously had to complain when I commented saying 'check the youtube description'

But if its people against stalker mods then that is just horrific... probably more reasons to love the Russian community over the English community - well that was already my view, most russian modderss care about advancing, but the English community only cares about Compilation/Graphics mods and thats it...


@Marty, Crosire

Thanks again for your hard work, having these kinds of thing work in DX11 and OGL is just awesome... progression in shader mods is going strong. Even if the general modding audience tends to get confused about it all and hate on others love for it :sick:

21:9 FUN!

  • Magic DOF
    Bloom
    and some other tweaks I forget

  • Last Edit: 2 years 8 months ago by strelokgunslinger.
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    MasterEffect Reborn official thread 2 years 8 months ago #37

    • Mikan
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    Hi^^
    Thank you for your awesome work :cheer:
    Sweetfx version of FXAA works well if the FXAA pass is placed after last bloom pass and before MasterEffectInitHDR.
    Sweetfx version of SMAA works too, but causes image to darken if placed in same location. :blink:

    Tested on older version, see you have added FXAA on new. Still hope this is helpful somehow :)
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    MasterEffect Reborn official thread 2 years 8 months ago #38

    • Marty McFly
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    @strelokgunslinger: Nice pictures, do you mind if I use them some time as showcase what ME is capable of?
    @Mikan: I would be careful with combining code that is not made for such purposes. Sheer amount of passes and pingpong structure of HDR textures makes it difficult to add new stuff without breaking existing code in certain cases.

    Didn't like SAO, at least I could not find appropriate values for any game so I better stick with own Raymarch AO.

    Updated to 1.0.340, see changelog for more details.
    Last Edit: 2 years 8 months ago by Marty McFly.
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    MasterEffect Reborn official thread 2 years 8 months ago #39

    You can use anything I upload, feel free..
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    MasterEffect Reborn official thread 2 years 8 months ago #40

    • matsilagi
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    Congrats on the release!
    Im planning to make more presets for other games using ME too (Currently, i have only one preset for TrackMania, and some stuff still needs adjustment).

    Probably will go for a FPS game.
    Loves to test stuff for no reason.
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