Marty McFly's Ambient Obscurance (MXAO) with IL

  • crosire
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7 years 11 months ago #361 by crosire Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Anything that uses last frame data is hard to do with AFR SLI, since the last frame hasn't finished rendering when the current frame starts on the other GPU. ReShade itself will likely not work correctly with SLI, since there is no explicit resource management for two GPUs, so it will likely work on only one GPU and miss all the frames the second GPU renders or fails to do anything with them since they are located in different memory.
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  • Zireael
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7 years 11 months ago #362 by Zireael Replied by Zireael on topic Marty McFly's Ambient Obscurance (MXAO) with IL

crosire wrote: Anything that uses last frame data is hard to do with AFR SLI, since the last frame hasn't finished rendering when the current frame starts on the other GPU. ReShade itself will likely not work correctly with SLI, since there is no explicit resource management for two GPUs, so it will likely work on only one GPU and miss all the frames the second GPU renders or fails to do anything with them since they are located in different memory.

I've used Reshade with SLI for years now and haven't had any issues related to it.
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  • Marty McFly
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7 years 11 months ago #363 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
I'm totally out of the loop here, I've never used SLI and can't say anything for certain. Easiest way to find out is using the motionblur shader from the old ReShade Framework and test it. If it works, TSS works. Either way, if you have a SLI setup, you hardly need such performance tricks.
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  • Zireael
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7 years 11 months ago #364 by Zireael Replied by Zireael on topic Marty McFly's Ambient Obscurance (MXAO) with IL

Marty McFly wrote: I'm totally out of the loop here, I've never used SLI and can't say anything for certain. Easiest way to find out is using the motionblur shader from the old ReShade Framework and test it. If it works, TSS works. Either way, if you have a SLI setup, you hardly need such performance tricks.

I only use MXAO in older games, which I also downsample at really high resolutions, 5K to 8K, reducing the resolution scale for the AO helps with performance but it starts getting really noisy and ugly, so this would help a lot.

Also in general Reshade shaders, even those that don't use depth buffer, seem to have a larger performance % impact at these resolutions, I don't know why, I am assuming it's because they are also being rendered at the game's res.
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  • Marty McFly
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7 years 11 months ago #365 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL

Zireael wrote: I only use MXAO in older games, which I also downsample at really high resolutions, 5K to 8K, reducing the resolution scale for the AO helps with performance but it starts getting really noisy and ugly, so this would help a lot.

Also in general Reshade shaders, even those that don't use depth buffer, seem to have a larger performance % impact at these resolutions, I don't know why, I am assuming it's because they are also being rendered at the game's res.


Obviously all effects are rendered (if rendered to backbuffer) in the original game's resolution. Those resolutions have huge pixel counts..
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  • Zireael
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7 years 11 months ago #366 by Zireael Replied by Zireael on topic Marty McFly's Ambient Obscurance (MXAO) with IL

Marty McFly wrote:

Zireael wrote: I only use MXAO in older games, which I also downsample at really high resolutions, 5K to 8K, reducing the resolution scale for the AO helps with performance but it starts getting really noisy and ugly, so this would help a lot.

Also in general Reshade shaders, even those that don't use depth buffer, seem to have a larger performance % impact at these resolutions, I don't know why, I am assuming it's because they are also being rendered at the game's res.


Obviously all effects are rendered (if rendered to backbuffer) in the original game's resolution. Those resolutions have huge pixel counts..

Is it possible to have a resolution scale option that works across all shaders?
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  • Marty McFly
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7 years 11 months ago #367 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
If so, this would require modifying ReShade itself. Crosire?
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  • crosire
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7 years 11 months ago - 7 years 11 months ago #368 by crosire Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Just render to a texture with a lower resolution and as a final pass blit that texture to the backbuffer. One can already do that.
Making a global option which does that internally is certainly possible, but not something I'd invest time into right now.
Last edit: 7 years 11 months ago by crosire.
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  • Marty McFly
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7 years 11 months ago #369 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Well, Zireael wanted this globally for all shaders - that'd require to edit all of them.
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  • Zireael
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7 years 11 months ago #370 by Zireael Replied by Zireael on topic Marty McFly's Ambient Obscurance (MXAO) with IL

crosire wrote: Just render to a texture with a lower resolution and as a final pass blit that texture to the backbuffer. One can already do that.
Making a global option which does that internally is certainly possible, but not something I'd invest time into right now.

I understand that, if you could just keep this in mind and do it at some later time, I would greatly appreciate it, as would many other users I'm sure.
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  • Marty McFly
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7 years 11 months ago #371 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Improved TSS technique, here's a pic with TSS - 8 samples:

[img


And no TSS, 48 samples:

[img


As you can see, with TSS you can get the same quality at a fraction of the taken samples, increasing perf immensely.
Whenwegetthis: very soon, as soon as I updated the doc thorougly.
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  • ivanosky
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7 years 11 months ago #372 by ivanosky Replied by ivanosky on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Looks great, can't wait. Could this be sufficient to create a Temporal SMAA shader?
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  • Chavolatra
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7 years 11 months ago #373 by Chavolatra Replied by Chavolatra on topic Marty McFly's Ambient Obscurance (MXAO) with IL
do you can add transparency and color saturation for MXAO from adapt from all arts of games ??
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  • Marty McFly
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7 years 11 months ago #374 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Not sure I got what you mean?

@ivanosky: not really. I mean, I guess you could jitter samples per frame and interpolate but then you'd get some motion blur-esque effect and the AA benefit would only be visible on static scenery. I never really worked with 2D stuff so I can't say for sure.
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  • Chavolatra
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7 years 11 months ago #375 by Chavolatra Replied by Chavolatra on topic Marty McFly's Ambient Obscurance (MXAO) with IL
add color saturation and transparency from this shader because of many different art of games
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  • Sunesha
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7 years 11 months ago #376 by Sunesha Replied by Sunesha on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Awesome. Thanks working on the docs. It really helped me out before. Looking forward to try the new functions =)
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  • Marty McFly
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7 years 11 months ago - 7 years 11 months ago #377 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Sooo, the time has come to make it public. I'll push it to the github repo within the next days.
Behold, MXAO 3.0:

www.mediafire.com/file/zaoo6yy5b7y2hq5/MXAO30.zip
Last edit: 7 years 11 months ago by Marty McFly.
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  • Sunesha
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7 years 11 months ago #378 by Sunesha Replied by Sunesha on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Ow sucks. Going on a airplane and have to install a new GPU. But most definitely will take it for a spin when I get all stuff sorted. Very interesting with temporal sampling =))
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  • ShoterXX
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7 years 11 months ago - 7 years 11 months ago #379 by ShoterXX Replied by ShoterXX on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Hmm. There is a significant performance increase, but only depending on how you set it up.
I wanted to squeeze the most performance out of it, and it's pretty affordable now.
[strike]However, seems like smoothed normals break on 4K once again (as in, barely smoothed).[/strike]Ok, apparently it just wasn't as noticeable before, for whatever reason, but it also existed.
Also, unless I go Ultra or Maximum quality, everything seems very blurry. Up until Medium, there's barely any difference in performance, and it fixes some flickering.

EDIT: TSS really does not do well with my monitor and its "response time image optimizer thingy". Ghosting becomes very visible in dark scenes.
Last edit: 7 years 11 months ago by ShoterXX.
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  • Marty McFly
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7 years 11 months ago #380 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
ShoterXX: Ah yeah, I made normals searching depending on pixel size. Will fix it, no worries. About blurryness, if you don't have debug mode enabled, you'll hardly see a difference but areas where the blur algorithm fails, you see it immediately. Hence I opted for worse visuals in debug mode and better ones in regular gameplay. I made a lot of quality options on purpose, it depends on video card how much difference there is. Also, I lowered the blur sample count for higher AO sample counts, so you have the least amount of blur for every sample option. TSS is more of an option for lower end users, if you can go 4k I doubt you'll ever need it.
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