Marty McFly's Ambient Obscurance (MXAO) with IL
- crosire
- Zireael
I've used Reshade with SLI for years now and haven't had any issues related to it.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.
- Marty McFly
- Topic Author
- Zireael
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.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.
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.
- Marty McFly
- Topic Author
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..
- Zireael
Is it possible to have a resolution scale option that works across all shaders?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..
- Marty McFly
- Topic Author
- crosire
Making a global option which does that internally is certainly possible, but not something I'd invest time into right now.
- Marty McFly
- Topic Author
- Zireael
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.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.
- Marty McFly
- Topic Author

And no TSS, 48 samples:

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.
- ivanosky
- Chavolatra
- Marty McFly
- Topic Author
@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.
- Chavolatra
- Sunesha

- Marty McFly
- Topic Author
Behold, MXAO 3.0:
www.mediafire.com/file/zaoo6yy5b7y2hq5/MXAO30.zip
- Sunesha

- ShoterXX
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.
- Marty McFly
- Topic Author