Marty McFly's Ambient Obscurance (MXAO) with IL
- SandyCheeks
- robgrab
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
- genstar
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?
- genstar
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?
- lowenz
- crosire
- lowenz
+ 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
- Martigen
I'm getting these too -- a whole bunch of shaders aren't compiling when ReShade 3.1 is in OpenGL mode. @Crosire help!lowenz wrote: -> pastebin.com/7hZQ34r3
- crosire
- lowenz
- Martigen
-> 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!
- lowenz
Up!lowenz wrote: Can you update the binaries?
- Martigen
You had me excited there, I thought they _were_ up and checked the download page and page 1 of this thread.lowenz wrote:
Up!lowenz wrote: Can you update the binaries?
Tease!
- lowenz
- MonarchX
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!
- MonarchX
- Marty McFly
- Topic Author
We need a better sfx.thelazy as it's obviously designed for SweetFX rather than ReShade.
- lowenz
Marty, can you post the more recent version of MXAO 3.1 or upload the .fx somewhere?
- lowenz
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.....
- crosire
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;
};
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;
};