MasterEffect ReBorn official thread

  • Posts: 123
5 years 2 months ago #41 by strelokgunslinger
You could do Stalker SoC, Dynamic Shaders 2.0 CTP got released, just a heads up.. the features are quite insane for such an old game

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5 years 2 months ago #42 by matsilagi

strelokgunslinger wrote: You could do Stalker SoC, Dynamic Shaders 2.0 CTP got released, just a heads up.. the features are quite insane for such an old game

As Marty said before, the "old setup" cripples what i can do sadly.

I need both a new GPU and a new processor (Gen1 I3 and a GT630 2 GB), so i can start doing even more configs.

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5 years 2 months ago - 5 years 2 months ago #43 by strelokgunslinger
Ahh yeah, I was stuck in a situation like that not too long ago....

I was on a Q8200 2.3Ghz Quad Core with a GTX560

Which was terrible cause it was a bad bottleneck, I then upgraded to a i7 4770K which wasn't too bad but still the GPU could not handle unoptimized games nor could I freely mod things

and recently upgraded to a GTX970 just before getting into Lords of the Fallen luckily I got it,, that games used 3556MB of VRAM on average

Having controllable depth of field is so much fun

steamcommunity.com/sharedfiles/filedetails/?id=375341481
steamcommunity.com/sharedfiles/filedetails/?id=375341928

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  • Posts: 106
5 years 2 months ago - 5 years 2 months ago #44 by Tom Yum 72
Had the time yesterday to try your new Magig Dof and its great, can not thank you enough , Marty.
Still have to figure out how to adjust this and that, but it already looks amazing.
Give me always a little problem when its a third person game and the character is not in the middle to have correct autofocus.

Warning: Spoiler! [ Click to expand ]

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  • Posts: 22
5 years 2 months ago - 5 years 2 months ago #45 by ScarecrowDM
Any luck running last version with first Amnesia?
I got a crash when compiling shaders (actually it stops working).
I'm not activating any fancy setting, I just wanna AA + Vibrance.

SweetFX 2.0 only also does not work right, it runs but I get that dark screen bug (gamma is really fucked up in this game by the way).
Tonemap does not work as a workaround, I get really ugly artefact.


***

Thanks for your efforts, I'm using this with Dark Souls 1 and is just fantastic.

EDIT: R9 280X, 14.12 (Omega), Windows 8.1 x64

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  • Posts: 20
5 years 2 months ago - 5 years 2 months ago #46 by againstallathority
my 1st post over here! :)

wow Marty, never thought that you will grow that big! your master effect is a great work, respect from Russia, buddy!
The following user(s) said Thank You: crosire, Marty McFly

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5 years 2 months ago #47 by Marty McFly

againstallathority wrote: my 1st post over here! :)

wow Marty, never thought that you will grow that big! your master effect is a great work, respect from Russia, buddy!


Many thanks man :) I've always admired your work (that's why ME has some shaders of yours - with credits ofc), you and icelaglace are the greatest GTA IV coder guys, apprechiation from you means a lot to me! Since you know a hell lot about HLSL, can we expect something from you for ReShade?

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5 years 2 months ago - 5 years 2 months ago #48 by Sh1nRa358
Hi guys. Can we get a colormood variation that affects the whole 3D scene (and cgis) excluding menus, loading screens, etc.?
And also, what about scanlines with only 1 pixel lines and 1 pixel spaces between lines with transparency controls?
We also need to be able to control the Borders per side with being able to control how thick each of them are separately.
Lastly, FXAA blur controls that will allow you to control the blur intensity that happens when using FXAA.

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  • Posts: 20
5 years 2 months ago - 5 years 2 months ago #49 by againstallathority
I havent worked with any shaders for half a year, definelty lost my keen (im not a proffecional programmer, just studied few c++ in univercity), also i dont see any space for work:) your master effect covers almost anything is possible and even some more!

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5 years 2 months ago - 5 years 2 months ago #50 by ozzy
Marty McFly, sir this is fantastic work!

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  • Posts: 95
5 years 2 months ago #51 by NattyDread
Hi Marty.
I have a couple of questions concerning SSAO and Bloom:
Is it possible to control the "draw distance" of the SSAO or is that something that is directly influenced by the ReShade's depthbuffer representation?
Is it possible to control the bloom width? Something like that "Sigma" value in Boulotaur2024's GAUSS shader for SFX?

Amazing work mate. This package is a tweakers heaven.

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  • Posts: 123
5 years 2 months ago #52 by strelokgunslinger
You can chain the gauss.fx or sweetfx to ME.. and I don't think the Bloom in ME has a setting for that, that I know of

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5 years 2 months ago #53 by Marty McFly
Yes, bloom blur radius value can be added for sure, I just didn't think it was necessary.
Problem is it will affect gaussian anamflare since both use same blurring steps except last H/V gaussian blur is H/H for flare and H/V for bloom.
And for the SSAO drawing distance I would need some kind of focussing which I don't want to do right now before I find proper linearize depth function. Right now pow(depth, 20); gives better results than any zfar znear based linearize depth function but it has some bugs, might need to do complex function based on measuring values in fixed distance points and drawing a graph.
I did some major changes like replacing gaussian blur with median filte as post effect for SSAO and RayAO for noise reduction which is much better for those purposes. Also thanks to new ReShade update I can now render effects in more than screen resolution, like RayAO which really benefits from this feature. Of course performance is horrible when using this feature but for screenshots it is amazing. Also if FXAA is applied at 2x screen res it gets sharper and more antialiased at the same time.
The following user(s) said Thank You: strelokgunslinger

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  • Posts: 209
5 years 2 months ago - 5 years 2 months ago #54 by SunBroDave
"Also thanks to new ReShade update I can now render effects in more than screen resolution, like RayAO which really benefits from this feature. Of course performance is horrible when using this feature but for screenshots it is amazing. Also if FXAA is applied at 2x screen res it gets sharper and more antialiased at the same time."

I very much like the sound of that. super excited to hear that reshade is improving in more ways than just game compatibility

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  • Posts: 123
5 years 2 months ago #55 by strelokgunslinger
We have you working on the amazing addition of more effects and fixes for those effects

and Crosire working on support for games with Reshade

giving up on enb

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5 years 2 months ago #56 by padolamap
would require if possible, the code to run Crossprocess as shader within SweetFx.
from already thank you very much

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5 years 2 months ago #57 by strelokgunslinger
would require if possible, the code to run Crossprocess as shader within SweetFx.
from already thank you very much


If possible, I require someone to port mastereffect crossprocess into sweetfx?

Is that a rough translation?

Why not chain SweetFX to mastereffect and just run crossprocess only whilst chained to SwFX?

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5 years 2 months ago #58 by padolamap
sorry for my ignorance, but how it should do that

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5 years 2 months ago #59 by strelokgunslinger

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5 years 2 months ago - 5 years 2 months ago #60 by Kal1m3r0
Hi everyone, just wanted to say thanks to Marty and leave this
Papo & Yo - MagicDOF, FXAA, Bloom, Levels, Curves, Vibrance, DPX



vanilla > i1.minus.com/ibbZ0cFsICriS5.jpg

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