MasterEffect ReBorn official thread
- Marty McFly
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- NattyDread
Can you please take a look at it?
edit: in Witcher 3 too
edit2:
also AO_FADE_START doesn't do anything right now. AO is instantly cut at AO_FADE_END.
I love the new toys btw. Thanks! AO_BLUR_STEPS is awesome!
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- sudojanveito
I have been having issues with mediafire in general i.e. the page never loads .
I was presented with the same issue when downloading reshade, until "crosire" was nice enough to provide me with a mirror link.
Is it possible for you to provide a download link which is not mediafire?
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- JD2504
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- Nomad Soul
Would it be possible to include Tiltshift again in the next update?
I noticed it was there in an earlier version of MasterEffect but only DOF is available in 1.1.287 and my dx9 game does not have depth buffer access so tiltshift is the only way I can simulate this kind of effect.
Alternatively if anyone knows how to enable Tiltshift in v1.1.287 or adding it manually without using a depth buffer please let me know. Thanks
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- Marty McFly
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- ModBody
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- Marty McFly
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- Goose
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- Kleio420
there are a few settings which will lower the radius/falloff of the effect. #define AO_FADE_START,#define fHBAOSamplingRange every ao i think has a radius setting when all else fails lower your sample countsGoose wrote: Sir: I've just started playing with you various AOs within MechWarrior Online, and have noticed all the versions with ether "Raymarch" or "HB" in their names greatly reduce their costs to the GPU when you shift into 3rd person (F3); Is there a way to get the effect to ignore the first 3~5 meters of the image (in a game that can have sight-lines of 8km)?
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- Goose
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- Kleio420
you asked how to lower the radius this post makes no sense to your first questionGoose wrote: StepCount, StepDirections, and TEXSCALE all seem important to GPU load; I should think the fade zone is one more equation to run.
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- Goose
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- Kleio420
you asked a question i replied with an answer and then you replied with a statement im so confused , before this gets off track and back to your question did you find a solutionGoose wrote: … Your responses was clearly about addressing performance issues, as was mine.
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- Goose
Thanks anyways.
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- Shady
How can I do that?
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- Kleio420
txaa cant run with mfaa btw , and no depth effects can run if hardware aa is being ran.On to why mfaa and txaa cant run at the same time they are two different aa types and both are temporal aa thats not saying txaa cant be tuned to take advantage of how mfaa works but its hardware specific and a waste of dev time to doGoose wrote: Not at all, I'm afraid: Yeah the GPU loads up, but ether I couldn't find the effect(s), or else they went overboard. I guess there's something about the depth buffer under TXAA2x+MFAA in MW:O that makes it more trouble then it's worth …
Thanks anyways.
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- Marty McFly
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- j19861986
It works as it should be.
I really like it, and the image you provided in the package for 3d-lut is only 256*16, have tried to use 4096*64 but it messes with color that it shouldn't be, resulting bad color definition, used DispCalGUI version for image.
Isn't there any way you can provide 4096*64 image for editing?
I would be grateful that you provided a high res image
Best Regards
Johan Taunajik
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- Marty McFly
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