MasterEffect ReBorn official thread

  • Marty McFly
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10 years 6 months ago #361 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread
To me it looks not like there are no shadows but shadows everywhere because the ground is evenly dark everywhere. Really odd, I cannot think of anything that could possibly cause this inside the shader. Except maybe SweetFX doesn't use the depth buffer... Try this (it will break all depth depending effects but maybe leads to the problem.), open up the ReShade.fx and scroll down until you find texture texDepth: DEPTH and replace the DEPTH with COLOR just like at texColor. 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.

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  • squarealex
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10 years 6 months ago #362 by squarealex Replied by squarealex on topic MasterEffect ReBorn official thread

fixed SMAA not working


Thanks & Very great job at all you're team (ReShade / MasterEffect & SweetFX ) :cheer:

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  • SPAS
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10 years 6 months ago - 10 years 6 months ago #363 by SPAS Replied by SPAS on topic MasterEffect ReBorn official thread

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)...
Last edit: 10 years 6 months ago by SPAS.

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  • squarealex
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10 years 6 months ago #364 by squarealex Replied by squarealex on topic MasterEffect ReBorn official thread
There is a small bug with the SMAA . It turns off when the Chromatic Aberration is enabled.

The game is Saints Row 2, running in DirectX 9. ;)

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  • crosire
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10 years 6 months ago #365 by crosire Replied by crosire on topic MasterEffect ReBorn official thread

Marty 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.

Nope. If a shader uses the depth texture or not is irrelevant, ReShade will grab it either way and it makes no difference to it =).

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  • squarealex
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10 years 6 months ago #366 by squarealex Replied by squarealex on topic MasterEffect ReBorn official thread
Well, it seems to work again the SMAA with Chromatic Aberation , sorry for the false bug report

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  • AndreyKva
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10 years 6 months ago #367 by AndreyKva Replied by AndreyKva on topic MasterEffect ReBorn official thread
Sorry if this has been posted here before, or if it is a problem with ReShade itself, but I am currently using MasterEffect along with the latest version of ReShade with Assassin's Creed: Brotherhood, and whenever I turn the effect on, the game's frame rate is limited to 60FPS. Any help would be appreciated.

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  • Marty McFly
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10 years 6 months ago - 10 years 6 months ago #368 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread
Must be ReShade itself. And why do you need more than 60 fps? A usual screen cannot display more anyways.

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.

Last edit: 10 years 6 months ago by Marty McFly.
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  • jmp909
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10 years 6 months ago #369 by jmp909 Replied by jmp909 on topic MasterEffect ReBorn official thread
maybe he has a 120hz monitor ;)

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

Double buffered vsync drops fps to 30 when you drop even 1 fps below 60

( steamcommunity.com/app/298110/discussion...48008/?insideModal=1 )
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  • vfxninjaeditor
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10 years 6 months ago #370 by vfxninjaeditor Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread
So, we can't have SSGI and an AO method at the same time? Or does SSGI have some sort of AO? I know the performance having SSGI and HBAO for instance may not be great, but having the ability to use both at the same time will greatly improve screenshots even if it's not really playable.

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  • Marty McFly
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10 years 6 months ago #371 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread
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.

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  • vfxninjaeditor
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10 years 6 months ago - 10 years 6 months ago #372 by vfxninjaeditor Replied by vfxninjaeditor on topic MasterEffect ReBorn official thread

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).
Last edit: 10 years 6 months ago by vfxninjaeditor.

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  • Insomnia
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10 years 6 months ago #373 by Insomnia Replied by Insomnia on topic MasterEffect ReBorn official thread
Found a typo in ReShade.fx...
Line 2467, 2468, 2469 and 2470.
Was
iBloomMixMode
Should be
BLOOM_MIXMODE

Thanks for update! :)

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  • Marty McFly
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10 years 6 months ago - 10 years 6 months ago #374 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread

Insomnia wrote: Found a typo in ReShade.fx...
Line 2467, 2468, 2469 and 2470.
Was

iBloomMixMode
Should be
BLOOM_MIXMODE

Thanks for update! :)

False.
Was
BLOOM_MIXMODE
Should be
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.
Last edit: 10 years 6 months ago by Marty McFly.

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  • Insomnia
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10 years 6 months ago #375 by Insomnia Replied by Insomnia on topic MasterEffect ReBorn official thread
Ah that makes sense! ReShade failed to compile so I went to have a looksie.
Renamed it again to iBloomMixMode instead. ;)

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  • Koklusz
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10 years 6 months ago #376 by Koklusz Replied by Koklusz on topic MasterEffect ReBorn official thread
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.

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  • Wicked Sick
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10 years 6 months ago #377 by Wicked Sick Replied by Wicked Sick on topic MasterEffect ReBorn official thread
I am really loving this new version. Really light and beautiful. Great work wow

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  • Marty McFly
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10 years 5 months ago #378 by Marty McFly Replied by Marty McFly on topic MasterEffect ReBorn official thread

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
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10 years 5 months ago - 10 years 5 months ago #379 by AndreyKva Replied by AndreyKva on topic MasterEffect ReBorn official thread
@Marty McFly, jmp909. Yep, I have a 120hz monitor. I turned off V-sync and everything is fine now, so it's cool. Thanks. Also, nice job on the new MasterEffect version, Marty.

EDIT: The new version is cool and better, but it's broken my DoF. Manual focus doesn't work for me anymore.
Last edit: 10 years 5 months ago by AndreyKva.

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  • brussell
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10 years 5 months ago - 10 years 5 months ago #380 by brussell Replied by brussell on topic MasterEffect ReBorn official thread
Marty, I've revisited the SMAA/CA problem (you remember, SMAA somehow doesn't work well with CA) and found a working configuration. Here the CA code is part of the Overlay pass along with some changed sampler and tex assignments.

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
Last edit: 10 years 5 months ago by brussell.
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