MasterEffect ReBorn official thread
- Marty McFly
- Topic Author
helge wrote: @Marty:
Thanks for those explanations, but I think you didn't quite get my problem right. It's not the 2D objects that are my problem, it is everything. The AO effect shines through all the 3D objects, like the protagonists model for instance. I can see those black shadows through walls, buildings, persons etc.
That's odd indeed. Which game is it? If you use depth buffer output, is the scene correctly displayed or are objects missing?
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- helge
Alright, I tested the depth buffer output mode and indeed, objects are missing. Turns out that in the game with AO, you can look through all those objects, that are mising in the depth buffer output. For example the ground disappears from time to time in the dbo - just as you can see the shadows through the ground in the game with AO from time to time.
Also, the very same objects are missing in the AO debug mode (I thought at first, that would just be the way the effect works, not occluding smaller objects or something like that, actually I wondered about that already).
Just to avoid confusion: I have to take back what I said in the last post, that I could see the shadows through everything. I just wrote it off the top of my head. After further observation it is obviously rather as descibed here.
The depth of field effect by the way, doesn't apply correctly, too. It also ignores the same parts (objects) of the scene. So the effect could be pinpointed now, just a matter of finding out the reason for it and thinking of a solution... I hope you can help with that.
I took some screenshots for comparison, that I think could be useful for getting a grip on the problem.
pho.to/9GgI7 (original, AO debug, game with AO issue, depth buffer output)
By the way, some time ago, when I experimented with the RadeonPro AO I encountered similar problems. But somehow I could solve them. Actually I think it was something about the internet connection, although that seems fairly unlikely to me now... May just be something I tried a couple of times and now wrongly remember as the solution... However, obvious that I tried and failed to just disconnect to solve that issue.
And one more thing: I reinstalled Windows just a couple of weeks ago, so there can actually not be that much software and stuff, that could cause any trouble, didn't install or download much, at least nothing unusual.
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- crosire
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- helge
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- crosire
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- helge
Anyway, thanks for the information!
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- Marty McFly
- Topic Author
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- helge
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- Skinner
No matter what I try, I seem unable to get things right. I Always get the whole screen blurred with DOF and I want only DOF behind the focuspoint.
I'm using "4", Matso's.
First I wonder if the available DOF in the ME is "dynamic" DOF, like often used in enb's, ie, so dynamicly related to the changing cursor/camara focus point? (distence of the DOF depends on dynamic focus point) If yes that's with the MANUALFOCUS set on "0"?
Second, I've tried MANUALFOCUS on "0" and "1" , changed near and far blurcurve value's, set difference focusdepth in case of manual focus, but I alway's end up with a whole blurred screen or nothing. Also are there value's for smooth border transitions?
So my question, can someone point me to settings to archive dynamic DOF alway's behind camera focus?
Games I tried are Tombraider 2013 (dx11) and Far Cry3 (dx11). The last should have full support according to the compatibilitylist.
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- Prodousier
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- Frankie
Wikipedia also has some neat "paper that explains how it works" stuff in the "computer generated imagery" section: en.wikipedia.org/wiki/Temporal_anti-aliasing
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- Marty McFly
- Topic Author
Hm, you can't always trust that list. Check for yourself, enable depthbuffer output and see if it looks normal.
Prodousier
U w0t m8?
Skinner
As I already said, I'm very bad at reproducing code from papers.
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- Skinner
Dont know what you mean with the last sentence, but I guess the only thing to do is share my logfile and DOFsettings:
pastebin.com/diff.php?i=7UVqeWAv
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- Prodousier
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- Skinner
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- Marty McFly
- Topic Author
Prodousier, what do you use? The framework or only MasterEffect? MasterEffect has the MasterEffect.h file.
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- RFiD
i made a Preset for ReShade & MasterEffect, its already spreading in the net.
I already gave credit to you and crosire (reshade developers)
I read a few minutes ago, crosire does not want to include the reshade dll - what I already did.
just wanted to make it as simple as possible for the users. since the setup installs a wrong dll file for the user and it needs to be renamed.
Excuse me. I'm asking for permission to include the dll in my packages and to use the MasterEffects shader files.
Thanks for your work!
RFiD
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- Prodousier
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- Skinner
Marty McFly wrote: If the depth buffer is plain white, then no depth info could be retrieved by ReShade. There is nothing a shader can do about it. If the list says full compatibility it must be either a reshade version difference between the person who is responsible for the list entry and your version or something on your PC causing these issues. MSAA is known to fuck up the depth buffer, if the game has it in the options and you have it enabled, disable it and restart game, some games leave it enabled no matter what the ingame option says.
Ah that's that bad., a well configured DOF looks awesome. I will look in the other sections of the forum, maybe an older version works.
I'm not using any msaa, as I play in 5120x2880. Thanx anyway
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- crosire
Are you sure? Just because the game is DirectX 11 for instance and the setup installs a d3d9.dll doesn't mean it's wrong, ReShade only cares about if the game loads that DLL. You can trust the tool's decision in 99.9% of the cases.RFiD wrote: since the setup installs a wrong dll file for the user and it needs to be renamed.
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