Marty McFly's Ambient Obscurance (MXAO) with IL
- ShoterXX
- DoomedSoul
Reshade version 3.0.8
Shaders in use: SMAA, MXAO, LumaSharpen, AmbientLight
After disabling every other shader MXAO it still looks out of place.
AO on
AO of
- DoomedSoul
- MonarchX
- Marty McFly
- Topic Author
@DoomedSoul: I cannot figure out any rule by which this depth buffer is distorted, it's neither shifted or zoomed or both. It almost looks as if the camera position for the depth buffer is different. I can't help you fix that. You can't use any depth depending effect on this game then, sorry.
- Shamon11
https://ibb.co/dDv8zQ
- DoomedSoul
- DAOWAce
Black Desert is listed as perfect, but the MXAO effect renders over the UI, making it a hassle to try and read text.Marty McFly wrote: Works on every game that has flawless depth buffer support, that means all games with "Perfect" compatibility rating in Games section.
Off: i.imgur.com/5iYVQ6h.jpg
On: i.imgur.com/XwA7w7H.jpg
As it's an MMO, the UI is pretty of important, so it's kind of unusable, which is a shame because it looks so damn good and makes all the foliage look so much better.
Is there anything that can be done about this?
- Marty McFly
- Topic Author
- DAOWAce
So this issue happens in some other games too? It's quite a big killer outside of just taking screenshots..
- Marty McFly
- Topic Author
- Marty McFly
- Topic Author
- Sunesha
I really like your let's do more with less approach
- Marty McFly
- Topic Author
EDIT: I experimented a bit and for small scale shadowing like in many games, as few as 3 (!) samples are enough. This is on par with ASSAO, Intel's latest SSAO technique.
- ShoterXX
For example, divide the image pixels as if they were a 1920x1080 chessboard.
Frame 1, do work for the white squares. Frame 2, do work for the black squares. Avoid work which is not done this frame by estimating from previous frame (which worked on the pixel we're skipping right now), together with the surrounding pixels, which got updated just now.
I know this is a wishy-washy idea. It'd be nice if it worked though. Haven't had much success myself.
- Marty McFly
- Topic Author
TSS like I do it is actually common for many games, except they don't use the exponential moving average like I do but copy multiple separate buffers and combine them as output. I interpolate between current frame and last frame (which is an interpolation between the last frame and the frame before...and so on). This means I had to choose an intelligent jitter algorithm so the total contribution amount for each sample jitter variation is same. But it saves me the cost of multiple additional textures, thus reducing the memory footprint.
- Sunesha
Really cool stuff. This could be really useful for people with little gpu power.
- Zireael
Marty McFly wrote: I did that earlier but it doesn't really work out plus it's more difficult in code. It's technically no difference if you, let's say do 10 samples for 1/2 the amount of pixels each frame or 5 samples for the full pixel amount each frame. As there is a constant cost for the code outside the AO loop, the latter is faster, even.
TSS like I do it is actually common for many games, except they don't use the exponential moving average like I do but copy multiple separate buffers and combine them as output. I interpolate between current frame and last frame (which is an interpolation between the last frame and the frame before...and so on). This means I had to choose an intelligent jitter algorithm so the total contribution amount for each sample jitter variation is same. But it saves me the cost of multiple additional textures, thus reducing the memory footprint.
I'm guessing that since this is a Temporal technique, it won't work with SLI activated?
- Sunesha
I would guess that this is a post processing effect of the frame it will work. It really just takes frame after it has been rendered. Other temporal stuff is happening while it puts together frame to be rendered. But reshade is always last, like a layer in photoshop. So I will think that will work with SLI.Zireael wrote:
I'm guessing that since this is a Temporal technique, it won't work with SLI activated?
Though I am completely layman I could be wrong.
- Zireael
Yes I was thinking myself the same, but I rather not speculate and ask the sourceSunesha wrote:
I would guess that this is a post processing effect of the frame it will work. It really just takes frame after it has been rendered. Other temporal stuff is happening while it puts together frame to be rendered. But reshade is always last, like a layer in photoshop. So I will think that will work with SLI.Zireael wrote:
I'm guessing that since this is a Temporal technique, it won't work with SLI activated?
Though I am completely layman I could be wrong.