qUINT
- Chavolatra
I think he's thinking that the reshade is a competitor to his mod now.
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- tonaz
For example in Prepar3D it does not work.
But in Dakar 18 it does.
What could be the reason?
Thanks!
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- jminternelia
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- Marty McFly
- Topic Author
tonaz wrote: I see that MXAO works with very few games.
For example in Prepar3D it does not work.
But in Dakar 18 it does.
What could be the reason?
Thanks!
The shader's functionality is tied to ReShade. I've read numerous complaints about this game and I can only assume that ReShade isn't very compatible to it. My shaders rely on ReShade giving them the proper input data.
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- PatrickJr
- PureEvilWindom
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- sets
when i tried to use quint bloom, what could be the problem here ?
also here's my lightroom stats, is it good or bad ?
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- Marty McFly
- Topic Author
sets Lightroom uses quite some extensive color grading. To get more performance, disable the histogram. This shader is not supposed to be active all the time, you're supposed to build a LUT from the color grading and apply that instead.
When I have more time, I'll recode it so it creates a LUT internally, renders the CC to that and reads it instead of processing every pixel.
PureEvilWisdom Yes, I am working on something new, unsure if it'll go public though.
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- mickevincent
Marty McFly wrote: Updated qUINT to support ReShade 4.0. I decided to hardcode ReShade 4 requirement since rolling back to an older build is super easy with github. I fixed some of the aforementioned bugs as well.
sets Lightroom uses quite some extensive color grading. To get more performance, disable the histogram. This shader is not supposed to be active all the time, you're supposed to build a LUT from the color grading and apply that instead.
When I have more time, I'll recode it so it creates a LUT internally, renders the CC to that and reads it instead of processing every pixel.
PureEvilWisdom Yes, I am working on something new, unsure if it'll go public though.
Is that image a shader you are making? Please Marty, I need it!
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- Boulotaur2024
So much sharpen though... but it looks quite nice
Offline calculation, not realtime. The verdict at that time was that it was not possible to compute that kind of complexity in realtime in the form of a shader
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- mickevincent
Marty McFly wrote: Updated qUINT to support ReShade 4.0. I decided to hardcode ReShade 4 requirement since rolling back to an older build is super easy with github. I fixed some of the aforementioned bugs as well.
PureEvilWisdom Yes, I am working on something new, unsure if it'll go public though.
If it goes public, when will it do you think? Really looking forward experimenting with that one.
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- Swartz27
I was going to start writing shaders and submitting them to the main Reshade shader repository, do you mind if I fork qUINT and write an addon pack?
I also have a technical question about Reshade. Is it possible to have Compute shader support? If we're able to directly hook into the graphics pipeline and can add new postprocess effects, it seems like as long as the gave natively supports Compute Shaders (ie. D3D11), then it should be possible shouldn't it? MY C++ isn't very good so I'm likely missing something.
I just think it would be cool to use Compute shaders for very fast and efficient post-processing, especially for complicated effects.
BTW, your WIP shader reminds me of the visual effects of a drug called "2C-E" I once tried (I hated it, and I only use pot these days, just saying it produced a similar but subtler visual effect).
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- Marty McFly
- Topic Author
About custom shaders, I think you're better off adding to the main ReShade shader repo instead of qUINT, since that's the way it should go, my files are bundled together for several reasons, such as shared textures, full control over the repo, them being a closed set in themselves and having them free from third party code so I can have the licensing I want.
About compute shaders, that's something I'd like as well but I'm not experienced enough to add this to ReShade and I doubt crosire would want to add a feature that's excluding a majority of games that don't use DX11 or the required OGL feature level.
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- Swartz27
As for Compute shader support, well, since Reshade is made open-source now, I know a little C++ (I'm not great but I can read the code). Maybe I can see about adding it as a custom "Win10" version of Reshade or something.
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- phroZac
Yessssssssss plzzzzzzz
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- nhjnhj
he's off, i think you will have to wait til waifu2x alike ai networks are ready for reshade (5 years?)mickevincent wrote: If it goes public, when will it do you think? Really looking forward experimenting with that one.
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- OtisInf
Marty McFly wrote: PureEvilWisdom Yes, I am working on something new, unsure if it'll go public though.
Effect looks cool! In case it's needed, have a look at the anisotropic kuwahara filter research of Jürgen Döllner and Jan Eric Kyprianidis
hpi.de/doellner/rendering/akf.html Code here: code.google.com/archive/p/gpuakf/source/default/source (glsl). I haven't seen any better results than what they produce.
HTH
(edit) someone already implemented the first one for reshade: reshade.me/forum/shader-presentation/4030-kuwahara-anisotropic . It needs some adjusting for reshade 4, and something's off with the flow map but for the rest it looks OK (slooooooooooooooooooooow tho)
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- Alabrand
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- JBeckman
For ReShade 4.x I don't know if the compatibility for D3D9 made it in or not the topic here on the subject made it seem like it was still a work in progress but coming along so it might be in or might still be a WIP.
The other shaders I don't believe need depth buffer functionality for proper effect so these still work.
EDIT:
So with proper depth hooking the new depth shader will look somewhat like a normal map by default.
abload.de/img/test02mlfmf.jpg
Hook the wrong one though and it usually hits some other buffer and it can look somewhat messed up which also reflects on the shaders using the depth buffer.
abload.de/img/test01wues3.jpg
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- AssassinsDecree
Unfotunately I get a compile error on all qUINT shaders with ReShade 4.0.2 when loading into No Man's Sky. The latest version I had installed before the 4.0.2 was 3.4.1, and it still works fine with no compile errors if I replace the opengl.dll file to the 3.4.1 version. I've updated all you shaders to their latest versions from your githud, the one you updated 13 days ago, as of the time of posting this. Any idea what might be going on?
I'd give you the error info from the statistics page, but because NMS is so fussy with ReShade in general, I can't even use the arrow keys to access the statistics page or to access any part of the reshade menu with 4.0.2, actually. I already can't use the mouse to click on anything with 3.4.1, as it just stays stuck in the center of the screen when I open the ReShade menu.
Many thanks if you can give any insight into this. Thanks for all your great work! Sorry about the Boris incident.
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