Marty McFly's Ambient Obscurance (MXAO) with IL
- Chavolatra
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5 years 1 month ago #561
by Chavolatra
Replied by Chavolatra on topic Marty McFly's Ambient Obscurance (MXAO) with IL
have specific topic for AA (SMAA) for talk this ?
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- sets
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5 years 1 month ago #562
by sets
Replied by sets on topic Marty McFly's Ambient Obscurance (MXAO) with IL
my stats show MXAO 4 passess 2.752942ms (GPU)
is this a good number ?
is this a good number ?
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- moriz1
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5 years 1 month ago #563
by moriz1
Replied by moriz1 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
sets wrote: my stats show MXAO 4 passess 2.752942ms (GPU)
is this a good number ?
if your game is running at 60 fps (16.67 ms per frame), then an increase of 2.75 ms means that you are now running at 1/(0.01667+0.00275) = 51.49 fps.
this is a pretty significant loss.
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- Marty McFly
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5 years 1 month ago #564
by Marty McFly
Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Most of MXAO performance hit is because of input buffer setup, in environments with stuff like this already available, it'd be much faster.
Also, what settings do you use?
Also, what settings do you use?
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- sets
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5 years 1 month ago - 5 years 1 month ago #565
by sets
Replied by sets on topic Marty McFly's Ambient Obscurance (MXAO) with IL
moriz1 wrote:
sets wrote: my stats show MXAO 4 passess 2.752942ms (GPU)
is this a good number ?
if your game is running at 60 fps (16.67 ms per frame), then an increase of 2.75 ms means that you are now running at 1/(0.01667+0.00275) = 51.49 fps.
this is a pretty significant loss.
alright thanks, what if i'm running on 30FPS ? can you do the math for me i suck at math

Marty McFly wrote: Most of MXAO performance hit is because of input buffer setup, in environments with stuff like this already available, it'd be much faster.
Also, what settings do you use?
here is my settings
Warning: Spoiler!
[MXAO.fx]
fMXAOAmbientOcclusionAmount=1.380000
bMXAOSmoothNormalsEnable=4294967295
fMXAOIndirectLightingAmount=0.000000
fMXAOFadeoutStart=0.240000
iMXAOBayerDitherLevel=2
fMXAONormalBias=0.200000
fMXAOIndirectLightingSaturation=0.000000
iMXAOSampleCount=8
fMXAOSampleRadius=3.450000
fMXAOBlurSharpness=0.000000
fMXAOBlurSteps=3
bMXAODebugViewEnable=0
fMXAOFadeoutEnd=1.000000
well currently MXAO shaders don't work on the game im playing properly so i'm only using it to take screenshots (there are white rectangles on the screen)
Last edit: 5 years 1 month ago by sets.
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- Arkane
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5 years 1 month ago - 5 years 1 month ago #566
by Arkane
Replied by Arkane on topic Marty McFly's Ambient Obscurance (MXAO) with IL
@Marty McFly
Hello
I have a problem with MXAO 3.4.3
When I switch MXAO_TWO_LAYERS to 1, I get this message in the log:
\Games\Grand Theft Auto San Andreas\Shader@0x03AB7580(108,10-93): error X4579: NaN and infinity literals not allowed by shader model
\Games\Grand Theft Auto San Andreas\reshade-shaders\Shaders\MXAO.fx(425, 6): error: internal shader compilation failed
Can you help me pls?
Hello
I have a problem with MXAO 3.4.3
When I switch MXAO_TWO_LAYERS to 1, I get this message in the log:


Can you help me pls?
Last edit: 5 years 1 month ago by Arkane.
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- moriz1
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5 years 1 month ago #567
by moriz1
Replied by moriz1 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
sets wrote: alright thanks, what if i'm running on 30FPS ? can you do the math for me i suck at math
1 / (0.03333+0.00275) = 27.72 fps. 2.28 fps loss.
the higher your framerate, the more relative effect it has.
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- moriz1
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5 years 1 month ago #568
by moriz1
Replied by moriz1 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Marty McFly wrote: Most of MXAO performance hit is because of input buffer setup, in environments with stuff like this already available, it'd be much faster.
Also, what settings do you use?
any functions declared in a function, is also available for other shaders, right?
does this mean that we should write shaders in a way that checks if these buffers are already present, and only create new ones if none are available?
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- The0roboroSpace
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5 years 1 month ago #569
by The0roboroSpace
Replied by The0roboroSpace on topic Marty McFly's Ambient Obscurance (MXAO) with IL
@Marty McFly
There seem to be some errors that I get when trying to use MXAO.
I want to use the newest version but the errors stop MXAO from compiling.
Here are the errors that I seem to be getting.
sorry if i'd posted this in the wrong area. never really post.
There seem to be some errors that I get when trying to use MXAO.
I want to use the newest version but the errors stop MXAO from compiling.
Here are the errors that I seem to be getting.
Warning: Spoiler!
Failed to compile: ERROR: 0:59: '||' : wrong operand types no operation '||' exists that takes a left-hand operand of type 'lowp float' and a right operand of type 'highp bool' (or there is no acceptable conversion)
(411, 6): error: internal shader compilation failed Attached fragment shader is not compiled.
(572, 1): error: program linking failed
(411, 6): error: internal shader compilation failed Attached fragment shader is not compiled.
(572, 1): error: program linking failed
sorry if i'd posted this in the wrong area. never really post.
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- Kleio420
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5 years 1 month ago #570
by Kleio420
Replied by Kleio420 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
if a game has what i would almost call small geometry details as the ao doesnt really show up into detail unless your really zoomed in on a character is there anyway to fix this ? i will post a pic later to better describe the question.
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- UTwelve
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5 years 3 weeks ago - 5 years 3 weeks ago #571
by UTwelve
Replied by UTwelve on topic Marty McFly's Ambient Obscurance (MXAO) with IL
new 3.4.3, looks like this
The previous version(3.1.0) was all right.
Warning: Spoiler!
#ifndef MXAO_MIPLEVEL_AO
#define MXAO_MIPLEVEL_AO 0 //[0 to 2] Miplevel of AO texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
#endif
#ifndef MXAO_MIPLEVEL_IL
#define MXAO_MIPLEVEL_IL 2 //[0 to 4] Miplevel of IL texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth.
#endif
#ifndef MXAO_ENABLE_IL
#define MXAO_ENABLE_IL 1 //[0 or 1] Enables Indirect Lighting calculation. Will cause a major fps hit.
#endif
#ifndef MXAO_SMOOTHNORMALS
#define MXAO_SMOOTHNORMALS 1 //[0 or 1] This feature makes low poly surfaces smoother, especially useful on older games.
#endif
#ifndef MXAO_TWO_LAYER
#define MXAO_TWO_LAYER 1 //[0 or 1] Splits MXAO into two separate layers that allow for both large and fine AO.
#endif
[MXAO.fx]
MXAO_SAMPLE_RADIUS_SECONDARY=0.020000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2
MXAO_SSIL_SATURATION=1.000000
MXAO_SSIL_AMOUNT=3.000000
MXAO_SAMPLE_RADIUS=40.000000
MXAO_SAMPLE_NORMAL_BIAS=0.128000
MXAO_AMOUNT_FINE=1.000000
MXAO_GLOBAL_RENDER_SCALE=0.900000
MXAO_SSAO_AMOUNT=3.000000
MXAO_AMOUNT_COARSE=1.000000
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_BLEND_TYPE=2
MXAO_FADE_DEPTH_START=0.000000
MXAO_FADE_DEPTH_END=0.620000
Last edit: 5 years 3 weeks ago by UTwelve.
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- sanskyer
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5 years 3 weeks ago - 5 years 3 weeks ago #572
by sanskyer
Replied by sanskyer on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Hi Marty! Hi guys!
I spent several hours for tuning MXAO in ReShade 3.0.8. Got a good result on different surfaces (interior, exterior, grass)...
Then update to 3.1.2 (with saved preset), and found that the number of options became noticeably smaller. With poor result for the image. I can`t repeat past results.
Please, where can I find the old version of MXAO shader?
UPD: Found at 1 page.
I spent several hours for tuning MXAO in ReShade 3.0.8. Got a good result on different surfaces (interior, exterior, grass)...
Then update to 3.1.2 (with saved preset), and found that the number of options became noticeably smaller. With poor result for the image. I can`t repeat past results.
Please, where can I find the old version of MXAO shader?
Warning: Spoiler!
(OLD) [MXAO.fx]
fMXAOAmbientOcclusionAmount=0.150000
MXAO_SAMPLE_NORMAL_BIAS=0.200000
bMXAOSmoothNormalsEnable=0.000000
MXAO_SAMPLE_RADIUS=2.500000
fMXAOIndirectLightingAmount=4.000000
fMXAOFadeoutStart=0.200000
iMXAOBayerDitherLevel=3.000000
fMXAONormalBias=0.000000
iMXAOSampleCount=20.000000
fMXAOIndirectLightingSaturation=1.000000
fMXAOSampleRadius=2.100000
fMXAOBlurSharpness=2.000000
MXAO_SSAO_AMOUNT=1.000000
fMXAOBlurSteps=1.000000
bMXAODebugViewEnable=0.000000
fMXAOFadeoutEnd=0.400000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_BLEND_TYPE=0
MXAO_FADE_DEPTH_START=0.050000
MXAO_FADE_DEPTH_END=0.400000
(NEW) [MXAO.fx]
MXAO_FADE_DEPTH_END=1.000000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=0
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_SAMPLE_RADIUS=20.000000
MXAO_SAMPLE_NORMAL_BIAS=0.384000
MXAO_FADE_DEPTH_START=0.000000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_SSAO_AMOUNT=1.000000
MXAO_BLEND_TYPE=0
fMXAOAmbientOcclusionAmount=0.150000
MXAO_SAMPLE_NORMAL_BIAS=0.200000
bMXAOSmoothNormalsEnable=0.000000
MXAO_SAMPLE_RADIUS=2.500000
fMXAOIndirectLightingAmount=4.000000
fMXAOFadeoutStart=0.200000
iMXAOBayerDitherLevel=3.000000
fMXAONormalBias=0.000000
iMXAOSampleCount=20.000000
fMXAOIndirectLightingSaturation=1.000000
fMXAOSampleRadius=2.100000
fMXAOBlurSharpness=2.000000
MXAO_SSAO_AMOUNT=1.000000
fMXAOBlurSteps=1.000000
bMXAODebugViewEnable=0.000000
fMXAOFadeoutEnd=0.400000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_BLEND_TYPE=0
MXAO_FADE_DEPTH_START=0.050000
MXAO_FADE_DEPTH_END=0.400000
(NEW) [MXAO.fx]
MXAO_FADE_DEPTH_END=1.000000
MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=0
MXAO_DEBUG_VIEW_ENABLE=0
MXAO_SAMPLE_RADIUS=20.000000
MXAO_SAMPLE_NORMAL_BIAS=0.384000
MXAO_FADE_DEPTH_START=0.000000
MXAO_GLOBAL_RENDER_SCALE=1.000000
MXAO_SSAO_AMOUNT=1.000000
MXAO_BLEND_TYPE=0
UPD: Found at 1 page.
Last edit: 5 years 3 weeks ago by sanskyer.
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- Kleio420
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5 years 1 week ago - 5 years 1 week ago #573
by Kleio420
Replied by Kleio420 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
First image is a view from far away , any small detail in the scene is lost
i.imgur.com/DRfmKlb.png?1
second one is zoomed in
i.imgur.com/b8sHORY.png?1
my question is there a way mxao could be worked to show better detail for game similar to this ? or is it a lost cause due to how the depth works on this
not sure why i cant use the bbcode to show this in the post
i.imgur.com/DRfmKlb.png?1
second one is zoomed in
i.imgur.com/b8sHORY.png?1
my question is there a way mxao could be worked to show better detail for game similar to this ? or is it a lost cause due to how the depth works on this
not sure why i cant use the bbcode to show this in the post
Last edit: 5 years 1 week ago by Kleio420.
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- Marty McFly
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5 years 1 week ago - 5 years 1 week ago #574
by Marty McFly
Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
@UITwelve: that'll be my culling pass not liking the very high frequency details...gotta make it optional.
@sanskyer: I've renamed the settings at some point, the UPPER_CASE_ONES are new and the bOldOnes are old. They serve no purpose anymore and cannot affect the shader in any way. It's common for ReShade configs to accumulate obsolete settings.
@Kleio420: in theory, this should not happen, MXAO sample radius tries to be coherent in world space. There is something funny going on with your depth buffer however, as that pillar on the left shouldn't have such a shadow around it, so I assume you're using linearization settings which aren't fitting for the game. Also, consider that if you're zooming out, details that were 30+ pixels large are then only 1-2 pixels large, where MXAO cannot infer any proper shadowing.
@sanskyer: I've renamed the settings at some point, the UPPER_CASE_ONES are new and the bOldOnes are old. They serve no purpose anymore and cannot affect the shader in any way. It's common for ReShade configs to accumulate obsolete settings.
@Kleio420: in theory, this should not happen, MXAO sample radius tries to be coherent in world space. There is something funny going on with your depth buffer however, as that pillar on the left shouldn't have such a shadow around it, so I assume you're using linearization settings which aren't fitting for the game. Also, consider that if you're zooming out, details that were 30+ pixels large are then only 1-2 pixels large, where MXAO cannot infer any proper shadowing.
Last edit: 5 years 1 week ago by Marty McFly.
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- Kleio420
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5 years 1 week ago - 5 years 1 week ago #575
by Kleio420
Replied by Kleio420 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
so cause theres probably no easy way to figure the depth of swtor out easily without wasting time away from what reshade is designed for generic post,say that the depth is handled that way in the engine for performance reasons and maybe that would cause mxao to behave this way (nvidia hbao+ does same thing)im thinking that it just out right cant get the info for those small details cause they dont exist till your zoomed in was just wanting your opinion on it since you designed mxao. The game does have ssao but its really noisy but oddly places better then driver or mxao does.Marty McFly wrote: @UITwe
@Kleio420:
Last edit: 5 years 1 week ago by Kleio420.
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- sets
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5 years 1 week ago #576
by sets
Replied by sets on topic Marty McFly's Ambient Obscurance (MXAO) with IL
i have this weird problem when using IL
the IL effect areas will appear for 2 seconds, then disappear for another 2 seconds, i was standing in a place, not moving at all. it's like turning on and off MXAO per 2 seconds that's really strange
the IL effect areas will appear for 2 seconds, then disappear for another 2 seconds, i was standing in a place, not moving at all. it's like turning on and off MXAO per 2 seconds that's really strange
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- Marty McFly
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5 years 1 week ago - 5 years 1 week ago #577
by Marty McFly
Replied by Marty McFly on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Okay that's weird and should definitely not happen. Which version of ReShade and MXAO are you using on which game?
@Kleio420: depends, I'd say from your screenshot you're using logarithmic depth option. Disable it and try tweaking the far plane parameter. Remember it's behaves somewhat exponentially so changes from 100 to 1000 to 10000 are similar in effect.
@Kleio420: depends, I'd say from your screenshot you're using logarithmic depth option. Disable it and try tweaking the far plane parameter. Remember it's behaves somewhat exponentially so changes from 100 to 1000 to 10000 are similar in effect.
Last edit: 5 years 1 week ago by Marty McFly.
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- crosire
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5 years 1 week ago #578
by crosire
Replied by crosire on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Simply sounds like its a multiplayer game and ReShade disables depth access every now and then.
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- Kleio420
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5 years 1 week ago #579
by Kleio420
Replied by Kleio420 on topic Marty McFly's Ambient Obscurance (MXAO) with IL
log depth causes weird glitches , i noticed enabling fov tweak helps improve little but causes shading where it shouldnt be , think its just a weird game how it handles things ,mostly just curious and ive never noticed reshade disabling on this game
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- brother_david
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5 years 6 days ago - 5 years 6 days ago #580
by brother_david
Replied by brother_david on topic Marty McFly's Ambient Obscurance (MXAO) with IL
Im getting a few issue too, that i didnt have in the earlier MXAO for Reshade 3.0 (using 3.0.8.) and the latest version MXAO. Im getting weird shading on walls, diagonal dotted lines. Ill jus revert back to the previous MXAO since i have a backup but wanted you to know if it helps and all that.
Love your shaders btw, using RBM to get a good looking fresnel effect on car paint in Beamng, although im having a few issues with depth and so on.
Love your shaders btw, using RBM to get a good looking fresnel effect on car paint in Beamng, although im having a few issues with depth and so on.
Last edit: 5 years 6 days ago by brother_david.
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