Marty McFly's Ambient Obscurance (MXAO) with IL
- Marty McFly
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- sets
- Marty McFly
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Update: just implemented temporal super sampling of AO effect. 8 samples are now enough for regular in-game AO replacement. There is no performance overhead as the texSSAO texture I have been using all the time is totally senseless so when it's there already, why not use it.
- Sunesha
Marty McFly wrote:
Update: just implemented temporal super sampling of AO effect. 8 samples are now enough for regular in-game AO replacement. There is no performance overhead as the texSSAO texture I have been using all the time is totally senseless so when it's there already, why not use it.
You must be a wizard
- Marty McFly
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- Sunesha
I think probably it really depends on the game itself. A slow stealth or puzzle game it won't be a issue. Though driving a car 200 kmh will be more challenging. I guess there is limits of what Reshade can do otherwise we would have a lot temporal AA shaders already. But I really prefer some blurriness over creepy crawlies
Though I lack all knowledge how stuff really works, I am glad that you are experimenting to make things better.
- Marty McFly
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EDIT: All my projects are on hold, see my facebook page why and how you can help.
- sets
Marty McFly wrote: That I don't know. For some games, ReShade fails to find the depth buffer. Strange thing only that it worked for you earlier and now it does not. Did you enable MSAA in the game menu (whatever game it is) by any chance? Also ReShade disables depth buffer for online games.
Update: just implemented temporal super sampling of AO effect. 8 samples are now enough for regular in-game AO replacement. There is no performance overhead as the texSSAO texture I have been using all the time is totally senseless so when it's there already, why not use it.
i found the problem : it's because of FXAA ! turning it off make MXAO works now
"temporal super sampling of AO effect" how do i get this ?
and how to reset MXAO to its default settings
- xley
As you mentioned earlier turning on the IL in debug mode only enables the IL view on one half of the screen.
I was wondering what i'd have to change to make it actually show up for the entire screen since it let s me
create some really cool effects that i'd love to use for some video projects.
- Marty McFly
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-snip-
scroll down for 2.0 release.
- moriz1
one thing that i did notice: if i move my camera really close to an object, the indirect lighting effect abruptly cuts off. i don't know if this is intended or not.
- Marty McFly
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- Marty McFly
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- Sunesha
- Sunesha
I also just made a test. Though dont take as the gospel. As I just made this to compare with new MXAO2, though for my GTX960 card I gained enough performance to have IL on with same performance I had in earlier MXAO with just the AO enabled. I using it in the Hitman game with 24 samples and backface enabled when I use IL in this screenshots. It is not really a great place to test IL. But it was place where could do easy comparisons..
Screenshot comparisons
- Marty McFly
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About your tests, did you run mxao + in-game ao or just mxao? Also, 24 samples is more than enough, try 12 to 16 in a scene like this.
Thanks for the feedback though, it's not easy to benchmark MXAO when you got a 1080 and everything runs at 60 fps even if cranked to insanity.
- Sunesha
In my screenshot test the in-game SSAO was turned of. I just threw it in for comparison. Though I think this game's SSAO is not really good at all
I really have to try lower samples than 24, I kind of set my lower bar on 24. But think maybe newer version look better with less samples. The older MXAO without IL was about as same speed as HBAO+. Will try to test new one against HBAO+. I kinda rank your MXAO+IL> MXAO>HBAO>SSAO in image quality. I put something up later
- ivanosky
- Marty McFly
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- ivanosky