MasterEffect ReBorn official thread
- Marty McFly
- Topic Author
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- squarealex
fixed SMAA not working
Thanks & Very great job at all you're team (ReShade / MasterEffect & SweetFX )

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- SPAS
Marty McFly wrote: [...] texDepth: DEPTH and replace the DEPTH with COLOR just like at texColor [I couldn't find the texColor bit...]. Now ME uses the color texture instead of the depth texture. I am not sure if it will compile but if it does and the bug is gone, it is definitely a problem with the depth buffer finder in ReShade.
Marty, I think you are absolutely right about the depth buffer. In fact if I turn USE_DEPTHBUFFER_OUTPUT in the MasterEffect.h file on I see a white screen with "Depth" and a black screen with "Color", which I understand as everything has the same depth either all to the back or all to the front (for lack of better terms)...
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- squarealex
The game is Saints Row 2, running in DirectX 9.

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- crosire
Nope. If a shader uses the depth texture or not is irrelevant, ReShade will grab it either way and it makes no difference to itMarty McFly wrote: I am not sure if it will compile but if it does and the bug is gone, it is definitely a problem with the depth buffer finder in ReShade.

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- squarealex
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- AndreyKva
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- Marty McFly
- Topic Author
UPDATE: Updated MasterEffect to 1.1.190, download link in first post.
1.1.190: Modified AO sharpness to use linearized depth instead of raw depth, produces better AO in far areas. Added HBAO. Added Global Illumination. Added Heathaze effect. Added togglekey support. Added info overlay when compiling (disableable at end of config file). Slightly altered config layout.
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- jmp909

only guessing but.....is Assassin's Creed Brotherhood one of those games that drops the refresh rate to the nearest multiple of 30 if it can't achieve the target framerate? maybe he was getting 90+ previously and Reshade is causing a slight drop below, thus knocking it down to 60.
I think forcing Triple Buffering is what got round this issue on AC4, as i was stuck on 30fps until I did
( steamcommunity.com/app/298110/discussion...48008/?insideModal=1 )Double buffered vsync drops fps to 30 when you drop even 1 fps below 60
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- vfxninjaeditor
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- Marty McFly
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- vfxninjaeditor
Marty McFly wrote: If you had one single look at SSGI you'd see that it actually has AO. SSGI from my implementation is almost same as HBAO with color bounce.
I did have a look, Marty. At first glance it only has GI with default settings, so I was confused. It wasn't obvious though because you don't really have any settings to tweak the occlusion like the others do (besides the multiplier).
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- Insomnia
Line 2467, 2468, 2469 and 2470.
Was
iBloomMixMode
BLOOM_MIXMODE
Thanks for update!

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- Marty McFly
- Topic Author
False.Insomnia wrote: Found a typo in ReShade.fx...
Line 2467, 2468, 2469 and 2470.
WasShould beiBloomMixModeBLOOM_MIXMODE
Thanks for update!
Was
BLOOM_MIXMODE
iBloomMixMode
I am currently migrating all parameters to this new name system of mine. fSomeParameter is a float, iSomeParameter is an integer, bSomeParameter is a boolean. SomeParameter is a standard parameter, SOMEPARAMETER is a global variable like AO_METHOD. Since bloom mixmode is a parameter only applying to bloom (which is also only one algorithm, AO has more), it has to be that way. Next update will have all parameters adapted so no hazzle with changing variable names anymore, current has like 50 percent.
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- Insomnia
Renamed it again to iBloomMixMode instead.

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- Koklusz
1) Gaussian Anamflare looks super weird on high threshold values:
"Old" ME
"New" ME
2) Grain is now just a static texture instead of noise, which looks rather ugly. Is it possible to make it work like before? Really helps with the banding. (Speaking of banding, did you considered adding some kind of dithering shader?)
3) Could you bring back fvTexelSize setting for Matso DOF? It was really nice to have control over size/shape of bokeh, shame to see it gone.
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- Wicked Sick
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- Marty McFly
- Topic Author
Koklusz wrote: I finally had some time to play around with "new" MasterEffect (1.1.115 ) and notice I've notice some issues compared to "old" version (1.0.341).
1) Gaussian Anamflare looks super weird on high threshold values:
"Old" ME
"New" ME
2) Grain is now just a static texture instead of noise, which looks rather ugly. Is it possible to make it work like before? Really helps with the banding. (Speaking of banding, did you considered adding some kind of dithering shader?)
3) Could you bring back fvTexelSize setting for Matso DOF? It was really nice to have control over size/shape of bokeh, shame to see it gone.
1) Algorithm didn't change at all.
2)yes, will re re-added
3)No, since all DOF shaders now use the same focussing. DOF blur radius is also global so all DOF shaders have now same. Lower it and all DOF shaders have it lowered. And fVTexelSize is the wrongest parameter ever to control blur size with old Matso focussing.
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- AndreyKva
EDIT: The new version is cool and better, but it's broken my DoF. Manual focus doesn't work for me anymore.
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- brussell
Comparison (zoomed crop):
Before: | After: |
This is an archive that lists the changes I've made: www.sendspace.com/file/vq4df4
I've also deleted an unused SMAA sampler and fixed the HDR_Mode typo (use of HDR_Level in Mastereffect.h but HDR_MODE in ReShade.fx). These are listed in the differences too.
edit: damn, now sharpen doesnt work with ca...
edit: fixed this, reuploaded new archive
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