Marty McFly's Ambient Obscurance (MXAO) with IL

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3 years 6 months ago - 3 years 6 months ago #181 by Marty McFly
I'm talking about ReShade 3.0.
Current file is ReShade 2.0 only.
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3 years 6 months ago - 3 years 6 months ago #182 by Exilium

LegoPepper wrote: You can disable IL by setting the line #define bMXAOIndirectLightingEnable to 0.
Looks like it is off by default.


What a fuck? Are you trying to teach him how to disable it in a shader he created himself? Damn, oh my God! :blink:

Marty, any news about it and Matso Depth Of Field? I don't know why I can't control light brigth in Matso Depth Of Field of Reshade 3.x.x.
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3 years 6 months ago #183 by Sunesha

Marty McFly wrote: Well, I chose to make it toggleable per preprocessor. Different techniques or files will usually end up in poor configs where people use both.

I really liked the beta, if you manage to get to work with using the pre-procesing settings. I think that is a win.

I think I would not miss boundary check that much. Then if you enable IL manually in nongui it is not that a big deal to add backcheck too. From usability pov they after all this just on and off switches, so it should not be big loss. Though some people will be confused with sliders that are there but not active. Maybe a tool tip mentioning to enable it it preprocessor settings.
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3 years 6 months ago #184 by Marty McFly
Well I can disable the sliders with the preprocessor as well.
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3 years 6 months ago #185 by Sunesha
Cool, then I think it should not be that confusing.
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3 years 6 months ago - 3 years 6 months ago #186 by Sunesha
I thought a bit more on this subject. You probably already pondered this. I suspect the typical Reshade preset user would get confused with whole pre-proccessor part of Reshade. As the PP info is saved in the dxgi/d3d9/d3d11 ini file it is not something that would be in the preset file. Also you kinda have to add it manually, as the Reshade shader directories would be unique for diffrent computers in some cases. Though for the more patient user it should be a case of just copy paste the information and preset would be as the preset maker wanted it to be.

Though it would not pose problem for all. I have no idea how other people use Reshade or what is considered confusing. Just wanted help speculate how diffrent scenarios could be for diffrent people :silly:
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3 years 6 months ago #187 by LegoPepper

Exilium wrote:

LegoPepper wrote: You can disable IL by setting the line #define bMXAOIndirectLightingEnable to 0.
Looks like it is off by default.


What a fuck? Are you trying to teach him how to disable it in a shader he created himself? Damn, oh my God! :blink:.

Noooo i was trying to help the other guy disable IL.
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3 years 6 months ago - 3 years 6 months ago #188 by sets
can GTX1060 handle MXAO default settings on 1440p ? my game drops from 60 to 40-ish FPS when have MXAO on
and sometimes i can't enable MXAO, it worked yesterday but when i reinstalled reshade it doesn't work now, any idea ?
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3 years 6 months ago - 3 years 6 months ago #189 by Marty McFly
Default settings in my shaders are rarely a reference to what's recommended as I mostly use crazy values to test features and then forget to set them to proper ones before release.
About the not working thing, is it ReShade 3 or 2 and which files are you using, the ones from this thread OP or github?

Everyone: made big progress with MXAO, performance got up by 50+ %. However my new render path doesn't support SSIL, need to thing about that...
The following user(s) said Thank You: piltrafus
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3 years 6 months ago - 3 years 6 months ago #190 by sets
sorry for the lack of informations
- im using latest reshade, 3.0.6.165
- few days ago i tried out the MXAO on 1440p, it looks great!, but i was busy and didn't have much time to play the game so i just turn it on and off for comparison then exit the game .i noticed there are FPS drop so i changed game res to 1080p but this time MXAO didn't work for me, turn it on and off has no difference like before, other effects work just fine

MXAO is present but the effect don't apply ingame, screenshot

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3 years 6 months ago #191 by Sunesha
How I personally use, I use it as a ambient occlusion replacement.

With my GTX 960, I often find I can't afford IL. As often use the Ambient light, Adaptive sharpen shaders.

I use only 24 or 32 samples depending on the game. As I found this is good minimum amount of samples to get a nice AO.

Though when I have extra juice to run IL, it is really awesome.

If future MXAO is faster without IL. Personally I would love that as I could probably benefit more. I would just use the older version when I wanted IL.

Can't you make IL as own shader? Or is dependant on MXAO calculation so it just have to rerun the calculations any way?
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3 years 6 months ago #192 by Marty McFly
IL needs AO calculation so using IL only is dropping AO info for nothing.
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3 years 6 months ago #193 by v00d00m4n

sets wrote: sorry for the lack of informations
- im using latest reshade, 3.0.6.165
- few days ago i tried out the MXAO on 1440p, it looks great!, but i was busy and didn't have much time to play the game so i just turn it on and off for comparison then exit the game .i noticed there are FPS drop so i changed game res to 1080p but this time MXAO didn't work for me, turn it on and off has no difference like before, other effects work just fine

MXAO is present but the effect don't apply ingame, screenshot


Reshade 3.0.5 and 3.0.6 has broken hooking, a lot of CTD or effects don't apply. Use version 3.0.4 until Crosire will fix this issue in version 3.0.7 or somebody else does with source code.

Also, please visit your Lightroom thread and please release beta shader.. I waited months for it, and years for something like this to correct shitty game post processing, but you seems too busy with mxao now. Please push your lightroom shader to GitHub so we can download it with other reshade shaders and fork and improve something you did not finish. I cant wait no more for this shader of my dreams XD
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3 years 6 months ago - 3 years 6 months ago #194 by sets
changed to v3.0.4 MXAO still don't work :S
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3 years 6 months ago #195 by Marty McFly
No clue what's going on, people, sorry. Does debug mode change anything ? Because if depth buffer access is broken, AO is invisible.
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3 years 6 months ago #196 by sets
it's weird that i made it work once but now i can't.
what is debug mode ?
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3 years 6 months ago - 3 years 6 months ago #197 by Marty McFly
It's an MXAO option in the UI.
EDIT: Hmm deinterleaved MXAO is faster than regular MXAO when using AO only, but slower when using IL as well..Damnit.
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3 years 6 months ago - 3 years 6 months ago #198 by ShoterXX
What GPU do you have? Because my 1070 does not like to use VRAM.
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3 years 6 months ago - 3 years 6 months ago #199 by Exilium

Marty McFly wrote: It's an MXAO option in the UI.
EDIT: Hmm deinterleaved MXAO is faster than regular MXAO when using AO only, but slower when using IL as well..Damnit.


What??? :unsure:
So, any news about MXAO update?
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3 years 6 months ago #200 by sets
sadly debug mode isn't working either, if i turn debug mode on i got all white screen

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