MasterEffect ReBorn official thread
- Ganossa
Insomnia wrote: A "knob" is just a setting. I heard it once and it stuck.
Umm... I can use SweetFX stuff while using MasterEffect??
Yes, the framework combines all efforts to go away with overlapping shader packs, re-implementation and the difficulty for users to combine their favourit shaders. Currently it combines ME, SFX, GEMFX, Jpulowskie's cel shading, loxa's gauss and a few other new shader
Its meant to be ReShades platform for not only users but also and in particular shader developers.
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- Insomnia
Edit: BTW I love that tutorial vid!! How sloooow the mouse points to point out how rididculously easy it is haha!
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- Marty McFly
- Topic Author
Depth sorting (splitting scene in three areas, far, focus and near blur, all interpolated) to eliminate color bleeding the professional way, not per depth comparison of tap offset and center.
Smart quality, measuring distance between offsets and adjusting quality parameter accordingly, sometimes shape consists of 2 quality levels at once. Gray levels represent the different quality levels but this is for center tap only. Artifacts on distance trees are caused by alpha channel of tree texture, leaves almost transparent but they keep the depth.
Results in perfect preservation of focus areas without any color bleeding at all. Code is very optimized so this runs with performance comparable to Magic DOF while being naive approach actually.
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- BillyAlt
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- Elimina
In all seriousness, nice job porting this effect!
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- SiriusHours
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- piterrrxd
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- jas01
- Elimina
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- Marty McFly
- Topic Author
A screenshot of my old useless focus visualization stuff, visible focus sample points (interpolate between green = close and red = far), small preview window to show the CoC distribution and a small bar that displays both in color and height the current focus depth = average of all focus points.
Oh and some LED shader thing. CeeJay suggested to make the bright LED's glow and to antialias the edges, kudos to him.
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- manoffaith
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- SiriusHours
Is it just me or does the logarithmic depth buffer? cause extreme loss in frames. run usually 40-50, drops to 20-30 with reshade enabled.
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- Ganossa
Its planned to connect the framework configurator to the preset database which might also allow to create statistics of shader usage. Most used shaders could then be highlighted to make the decision easier. If thats a concerne.oO
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- Marty McFly
- Topic Author
And you guess that "logarithmic" is a bit confusing, I see many people use it wrong.
By default, the raw Depthbuffer reshade accesses is extremely curved. Meaning that it had a range of 0 to 1 but it goes up to 0.99 in like 2 metres distance and all the way to the sky is inside this 0.01 which is left. But for DOF etc we need it linearly, so 0 is player, 0.5 is like half a mile away and 1.0 is the sky so we need to apply a function on it to make it that way. Now GTA V and a few other games have a "logarithmic" Depthbuffer, meaning the default curve is totally different. This is to give more information to far areas (bit depth limits data range and if two objects have same data, z fighting occurs) because these games have an extreme farclip. So we have to apply a different function to revert this logarithm and get a linear depth again. That's the whole difference, we just need to switch a teeny tiny function depending on the input. Nothing that could take much performance.
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- Ganossa
As Marty said.
The log depth has a much wider range of distance in a much smaller range of values. Still that unformation has to be stored in the same 8bit value range. Retrieving the log depth is not enough to mimic the same DOF effects. We need to stretch the values to cover the entire 8 bit but having only a small fraction of 8 bit available from the log source leads to huge banding which is visible if you would use it for the linear DoF effect. So I had to use CJ dither algorithm on the banded linear log depth result and store values in 32bit instead. This process is more expensive but should not be noticeable due to only few samples. The entire process could of course most likely be improved as this is still the first implementation
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- SiriusHours
earlier comments about performance, I had done some more testing. me being an idiot not realizing I had not taken out an old version of scripthookV with JulionNIB jc2 mods scripthookdotnet.dll which was conflicting and bogging out my games perf. Reshade had nothing to do with it. My Bad fellas.
anywho thanks for the info on the logarithmic detection. Crazy, you guys did a stellar job. first implementation I gotta remember that, I shouldn't be complaining. The framework was a brilliant Idea. Choosing options isn't hard, when you know what the game needs. not a concern for me, but the statistics logger seems real smart to check what you guys don't need. I personally use DOF mainly, but when called for, I could be using multiple shaders from each of your packs(Sweetfx/MER/GemFX) ambientlighting bloom lensdirt, DOF, and the rest to boost my colours and sharpen the image, maybe some grain. Motionblur is great for Dirt3.
The DOF did take me a while to get used to, but I did manage. I want to get something like this for all weapons naturally, can only get pistols to work, and a couple other weapons with scopes or big iron sights to function within the parameters given.
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- crosire
By the way ..... Key combinations with Ctrl/Shift/Alt are supported since a few versions ago nowMarty McFly wrote: As I said before, I don't support keys officially until we can make key combinations.
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- Marty McFly
- Topic Author
crosire wrote:
By the way ..... Key combinations with Ctrl/Shift/Alt are supported since a few versions ago nowMarty McFly wrote: As I said before, I don't support keys officially until we can make key combinations.
Good that I know that
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- Lightcatcher
Marty McFly wrote:
crosire wrote:
By the way ..... Key combinations with Ctrl/Shift/Alt are supported since a few versions ago nowMarty McFly wrote: As I said before, I don't support keys officially until we can make key combinations.
Good that I know that
This reminds me of my question a few months ago. ^^
Mhhmm... do I smell the sweet scent of progress for this topic?
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- Marty McFly
- Topic Author
Oh, to finally answer why I keep insisting that lowering bit depth of textures isn't a "fix" but more of a "downgrade":
That's how AO looks when using RGBA32F. No artifacts.
That's how AO looks when using RGBA16F. Little Z fighting because of areas with "same" depth.
That's how AO looks like with RGBA8. Extreme Z fighting because bit depth is by far not sufficient.
EDIT: cleaned up first post. It was shaming how it looked before
EDIT2: picture of new improved chromatic abberation for my DOF:
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