Marty McFly's Ambient Obscurance (MXAO) with IL
- NattyDread

- Lifell
I have a problem with MXAO on Final Fantasy XIV in Directx 11. This is the error: pastebin.com/e1Nfy5i2 . This error only occurs in performance mode. No idea why.
The MXAO effect also seems to disappear and come back a second later for no apparent reason. I don't really know what to do with it. duckduckgo.com doesn't seem to hold any answers.
EDIT: It also disappears when in configuration mode.
- LandsHeer
I'm currently working on optimal settings for Warframe, just read the pdf for MXAO but ingame, MXAO is sometimes turning off. Like when I'm in my Ship, its alright, but when I join a match MXAO is starting to flicker, like turning on and off and sometimes its completly off. I couldnt find anything in the pdf or the shader file.
Do you know this problem and if so, is there a work around or do I need to turn MXAO off for this game?
Thanks a lot for your hard work

- crosire
ReShade disables depth effects in multiplayer to prevent cheating. It does so depending on network activity, so the block may sometimes trigger for brief moments only and sometimes block the effect for longer times.LandsHeer wrote: but when I join a match MXAO is starting to flicker, like turning on and off and sometimes its completly off
- Marty McFly
- Topic Author
16 AO samples + 16 color samples (+ 16 normal samples)
With the cheap approximation it's
16 AO samples + 1 color sample (+1 normal sample)
This means you can get faked IL almost for free with little visual loss compared to full blown IL.
Will post comparison pictures and more later this week.
- Martigen
*eyes glaze over* I don't know what you said, but I want it!Marty McFly wrote: Good news for all MXAO IL fans who can't use it in regular game play due to its performance: I've found a really cheap way to get 75% of the visual quality with little additional fps cost. Instead of sampling occluder color and normal per offset, I use a heuristic based on AO data to determine which occluder color is most likely predominant and read it only once. For 16 samples, current system is like this:
16 AO samples + 16 color samples (+ 16 normal samples)
With the cheap approximation it's
16 AO samples + 1 color sample (+1 normal sample)
This means you can get faked IL almost for free with little visual loss compared to full blown IL.
Will post comparison pictures and more later this week.
Also Marty, is the latest version of MXAO in the Reshade 3 github repositories?
- Marty McFly
- Topic Author
About the IL, it's basically reducing the IL samples to 1 so you have 2 additional samples instead of tripling the sample count.
- Sunesha

- Marty McFly
- Topic Author
Regular IL:
abload.de/img/gta_sa2017-06-0118-102nu9h.png
IL hack:
abload.de/img/gta_sa2017-06-0118-10ecui7.png
There *is* some false coloring visible but it's minor.
But there's more! I managed to boost the regular IL performance in general as well, like a LOT (no hack, no visual difference to before), thanks to a tip Boris Vorontsov gave me.
MXAO with IL and 255 samples:
AO without IL: 132 fps
AO with IL + backface, stock MXAO 2.0: 72 fps
AO with modified IL (same visuals as MXAO 2.0): 114 fps
AO with IL hack: 125 fps
- Zarathustra
Marty McFly wrote: AO without IL: 132 fps
AO with IL + backface, stock MXAO 2.0: 72 fps
AO with modified IL (same visuals as MXAO 2.0): 114 fps
AO with IL hack: 125 fps
That's fantastic news since MXAO is one of my favorite shaders but even on a 1080Ti, the performance penalty can be severe, especially on higher resolutions like 4K or 5K.
- Sunesha
I really look forward to get my hands on this. Love the whole shader concept that just matures and getting better. I just know how awesome this will look in the Hitman game
- Marty McFly
- Topic Author
- FierySwordswoman
Run 1440p with some mild AA. Save 4k for really old/simple games.Zarathustra wrote: That's fantastic news since MXAO is one of my favorite shaders but even on a 1080Ti, the performance penalty can be severe, especially on higher resolutions like 4K or 5K.
My OC'd 1070 gets basically no performance drop, even with non-optimized IL.
- Marty McFly
- Topic Author
pastebin.com/j1s3NHFG
It doesn't yet contain the modified IL but it has some serious general code changes. Should run faster by a margin. Biggest difference is that the AO estimator uses different (simpler) math now so same sampling radius settings produce smaller AO radius, hence I raised the maximum AO raidus to 20.0 to match visuals somewhat of older range.
- Ryukou36
Marty McFly wrote: I see now if you use such big resolutions, you need some sort of downsampling functionality...well, that complicates things...anyways, testing time!
pastebin.com/j1s3NHFG
It doesn't yet contain the modified IL but it has some serious general code changes. Should run faster by a margin. Biggest difference is that the AO estimator uses different (simpler) math now so same sampling radius settings produce smaller AO radius, hence I raised the maximum AO raidus to 20.0 to match visuals somewhat of older range.
Hi, Marty. I'm trying to use the new code, but my game hangs when begin to load the shaders.

- Marty McFly
- Topic Author
- peplegal
First of all....thanks for this great tool.
I'm having some problem with Euro Truck Simulator 2.
1) ETS2 has options for internal rendering at higher resolutions (200% , 400%, etc), before scene is sent to screen (at 1920 x 1080 in my case). MXAO only works at 100%

2) There is a anoying black-blinking rectangle on bottom left corner of screen. Only happens when in game HDR is enabled.

.
- Sunesha
It does not really work with internal downsampling. At least it has been so for me in some games.peplegal wrote: Hi Marty...
First of all....thanks for this great tool.
I'm having some problem with Euro Truck Simulator 2.
1) ETS2 has options for internal rendering at higher resolutions (200% , 400%, etc), before scene is sent to screen (at 1920 x 1080 in my case). MXAO only works at 100%Not good because demmands strong anti-aliases (maybe reshade fault).
2) There is a anoying black-blinking rectangle on bottom left corner of screen. Only happens when in game HDR is enabled.(probably game engine fault).
.
Would advise to use Nvidia DSR or if you are using AMD, VSR. It works fine with all kinds of shaders. Though the drawback is many games doesn't scale the graphics interface. So you end up with tiny icons and text.
About that rectangle glitch. It just happens that sometimes games have really weird depth information. I have game that have weird box under my character. Other game there is a big rectangle around the mini map where there is no depth at all
- Marty McFly
- Topic Author
- WSH303
I have gtx1080 and I play this game with DSR turned on.