Marty McFly's Ambient Obscurance (MXAO) with IL

  • SandyCheeks
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6 years 4 months ago #481 by SandyCheeks Replied by SandyCheeks on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Hey Marty, thanks again for getting back to me regarding bloom/depth mask. I'm looking forward to whatever you end up doing next. keep up the awesome work :)
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  • robgrab
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6 years 4 months ago - 6 years 4 months ago #482 by robgrab Replied by robgrab on topic Marty McFly's Ambient Obscurance (MXAO) with IL

MonarchX wrote: Could you please share your MXAO settings for Divinity Original Sin 2?


[MXAO.fx]
MXAO_SAMPLE_NORMAL_BIAS=0.200000
bMXAOSmoothNormalsEnable=-1.000000
fMXAOAmbientOcclusionAmount=0.500000
fMXAONormalBias=0.200000
fMXAOFadeoutStart=0.200000
iMXAOBayerDitherLevel=3.000000
MXAO_SAMPLE_RADIUS=2.000000
fMXAOIndirectLightingAmount=4.000000
fMXAOIndirectLightingSaturation=1.000000
iMXAOSampleCount=24.000000
fMXAOSampleRadius=2.500000
fMXAOBlurSharpness=2.000000
MXAO_SSAO_AMOUNT=0.500000
fMXAOBlurSteps=2.000000
bMXAODebugViewEnable=0.000000
fMXAOFadeoutEnd=0.400000
fMXAOSizeScale=1.000000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2.000000
MXAO_SSIL_SATURATION=1.000000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_DEBUG_VIEW_ENABLE=0.000000
MXAO_FADE_DEPTH_START=0.200000
MXAO_FADE_DEPTH_END=0.400000
MXAO_SSIL_AMOUNT=2.000000
MXAO_BLEND_TYPE=0.000000
MXAO_SAMPLE_RADIUS_SECONDARY=0.200000
MXAO_AMOUNT_FINE=1.000000
MXAO_AMOUNT_COARSE=1.000000
Last edit: 6 years 4 months ago by robgrab.
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  • genstar
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6 years 4 months ago #483 by genstar Replied by genstar on topic Marty McFly's Ambient Obscurance (MXAO) with IL

Marty McFly wrote: Haha thanks for the feedback, it really suits the game, I must say. Have you tried out the new beta in one of the earlier posts here? Scroll back a page or two for version 3.1.0 :)


I can not find the beta 3.1 download link, can you help me?
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  • genstar
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6 years 4 months ago #484 by genstar Replied by genstar on topic Marty McFly's Ambient Obscurance (MXAO) with IL

Tojkar wrote: For some reason screenshots came up either full magenta or black, so I had to take photos.

The first two shows two highest quality settings. Maximum has large lighter grey shadowing while ultra mostly eliminates it but othervise shows only solid grey occlusion.
Image 1
Image 2

For some reason the indirect lightning shows correct color gradients instead of posterized colors. Also, note the set sample radius and how small it actually is in game. Lightning amount is raised up just to make it clearer to see.
Image 3

Well.. So much for nice looking spoilered image links. I guess, dropbox doesn't support those, or am I just stupid?


I have windows 10 and mxao 3.0, and I do not see the ultra and maximum options. can you help me?
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  • lowenz
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6 years 4 months ago - 6 years 4 months ago #485 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Marty, can you update the MXAO 3.1 shader for ReShade 3.1? We got several compiling errors in OpenGL games (and imagine the 2 ID3Tech-based Jedi Knights with MXAO !!)
Last edit: 6 years 4 months ago by lowenz.
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  • crosire
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6 years 4 months ago #486 by crosire Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Post the error log please. ReShade usually should not fail to compile an effect in OpenGL when it works in DirectX, so this is likely a bug.
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  • lowenz
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6 years 4 months ago - 6 years 4 months ago #487 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
-> pastebin.com/7hZQ34r3

+ 2 warnings about Glitch.fx

2017-12-17T16:49:13:070 [01044] | INFO | Compiling 'C:\ReShade 3\Shaders\Glitch.fx' ...
2017-12-17T16:49:13:074 [01044] | WARN | > Successfully compiled with warnings:
C:\ReShade 3\Shaders\Glitch.fx(55, 30): warning X3206: implicit truncation of vector type
C:\ReShade 3\Shaders\Glitch.fx(55, 34): warning X3206: implicit truncation of vector type
Last edit: 6 years 4 months ago by lowenz.
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  • Martigen
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6 years 4 months ago #488 by Martigen Replied by Martigen on topic Marty McFly's Ambient Obscurance (MXAO) with IL

lowenz wrote: -> pastebin.com/7hZQ34r3

I'm getting these too -- a whole bunch of shaders aren't compiling when ReShade 3.1 is in OpenGL mode. @Crosire help!
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  • crosire
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6 years 4 months ago #489 by crosire Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Yeah, that's a bug. I pushed a fix to GitHub.
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  • lowenz
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6 years 4 months ago #490 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Can you update the binaries?
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  • Martigen
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6 years 3 months ago #491 by Martigen Replied by Martigen on topic Marty McFly's Ambient Obscurance (MXAO) with IL
@Crosire -- if you're going to update the binaries to include this fix, can I request one small teensy weensy quality of life improvement? :)

-> When you double-click on a shader in the top section, it automatically highlights and switches the cursor to that shader in the bottom section.

And then if you felt like doing more.. *hopes*

-> Right-click a shader in top section, drops down a list box with 'Move to Top' as option. This moves it to be the first shader in the list. Makes it easy to add new shaders to the top along with other selected shaders, and then re-order from there. It takes a while dragging a shader up when you have 70 odd in the list.

-> When assigning an activation key to a shader, such that the key input box is highlighted and will assign that key when pressed, do not toggle shader activation at that time. Right now, if other shaders have the key assigned (for a group enable/disable), it toggles all those shaders when assinging the key to the new shader. Suddenly you end up with your new shader having a key and enabled, and all other shaders disabled, and you have to manually toggle one or the other to get them back in sync.

And thankyou, as always, for the best goddamn gaming tool ever invented!
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  • lowenz
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6 years 3 months ago #492 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL

lowenz wrote: Can you update the binaries?

Up!
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  • Martigen
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6 years 3 months ago #493 by Martigen Replied by Martigen on topic Marty McFly's Ambient Obscurance (MXAO) with IL

lowenz wrote:

lowenz wrote: Can you update the binaries?

Up!

You had me excited there, I thought they _were_ up and checked the download page and page 1 of this thread.

Tease!
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  • lowenz
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6 years 3 months ago #494 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Up for the request :D
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  • MonarchX
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6 years 3 months ago #495 by MonarchX Replied by MonarchX on topic Marty McFly's Ambient Obscurance (MXAO) with IL

robgrab wrote:

MonarchX wrote: Could you please share your MXAO settings for Divinity Original Sin 2?


[MXAO.fx]
MXAO_SAMPLE_NORMAL_BIAS=0.200000
bMXAOSmoothNormalsEnable=-1.000000
fMXAOAmbientOcclusionAmount=0.500000
fMXAONormalBias=0.200000
fMXAOFadeoutStart=0.200000
iMXAOBayerDitherLevel=3.000000
MXAO_SAMPLE_RADIUS=2.000000
fMXAOIndirectLightingAmount=4.000000
fMXAOIndirectLightingSaturation=1.000000
iMXAOSampleCount=24.000000
fMXAOSampleRadius=2.500000
fMXAOBlurSharpness=2.000000
MXAO_SSAO_AMOUNT=0.500000
fMXAOBlurSteps=2.000000
bMXAODebugViewEnable=0.000000
fMXAOFadeoutEnd=0.400000
fMXAOSizeScale=1.000000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2.000000
MXAO_SSIL_SATURATION=1.000000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_DEBUG_VIEW_ENABLE=0.000000
MXAO_FADE_DEPTH_START=0.200000
MXAO_FADE_DEPTH_END=0.400000
MXAO_SSIL_AMOUNT=2.000000
MXAO_BLEND_TYPE=0.000000
MXAO_SAMPLE_RADIUS_SECONDARY=0.200000
MXAO_AMOUNT_FINE=1.000000
MXAO_AMOUNT_COARSE=1.000000


Thank you so much!
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  • MonarchX
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6 years 3 months ago #496 by MonarchX Replied by MonarchX on topic Marty McFly's Ambient Obscurance (MXAO) with IL
I really wish there was a separate list of user profiles for this specific effect as it would make a world of a difference in games that lack AO completely, like Batman Arkham Knight.
The following user(s) said Thank You: Marty McFly
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  • Marty McFly
  • Topic Author
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6 years 3 months ago #497 by Marty McFly Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
What's possible I think is a separate file that contains overrides for each UI value. If included, it'd substitute all values in current config, so all you'd need to share is that file.
We need a better sfx.thelazy as it's obviously designed for SweetFX rather than ReShade.
The following user(s) said Thank You: jmx777
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  • lowenz
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6 years 3 months ago - 6 years 3 months ago #498 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Now we got ReShade 3.1.1!

Marty, can you post the more recent version of MXAO 3.1 or upload the .fx somewhere?
Last edit: 6 years 3 months ago by lowenz.
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  • lowenz
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6 years 3 months ago #499 by lowenz Replied by lowenz on topic Marty McFly's Ambient Obscurance (MXAO) with IL
In OpenGL:

0(71) : error C5215: Integer varying _param_MXAO_samples must be flat
0(72) : error C5215: Integer varying _param_MXAO_blursamples must be flat
0(71) : error C5215: Integer varying _param_MXAO_samples must be flat
0(72) : error C5215: Integer varying _param_MXAO_blursamples must be flat
C:\ReShade 3\Shaders\MXAO.fx(549, 1): error: program linking failed

etc etc etc.....
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  • crosire
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6 years 3 months ago - 6 years 3 months ago #500 by crosire Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
struct MXAO_VSOUT
{
	float4 position : SV_Position;
        float2 texcoord : TEXCOORD0;
        float2 scaledcoord : TEXCOORD1;
        int samples : TEXCOORD2;
        int blursamples : TEXCOORD3;
        float3 uvtoviewADD : TEXCOORD4;
        float3 uvtoviewMUL : TEXCOORD5;
};
should be
struct MXAO_VSOUT
{
	float4 position : SV_Position;
        float2 texcoord : TEXCOORD0;
        float2 scaledcoord : TEXCOORD1;
        nointerpolation int samples : TEXCOORD2;
        nointerpolation int blursamples : TEXCOORD3;
        float3 uvtoviewADD : TEXCOORD4;
        float3 uvtoviewMUL : TEXCOORD5;
};
OpenGL does not support parameter interpolation on integers.
Last edit: 6 years 3 months ago by crosire.
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