qUINT

  • Posts: 127
1 year 9 months ago #221 by Chavolatra
"Edit: Sorry to hear about that BS that went down with you and Boris btw. You deserve way more respect than he showed. Hopefully it's some consolation for you to realize/remember, that the vast majority of people who use reshade are huge fans of yours, and really appreciate how much you've contributed to PC gaming as a whole. Thanks again, for all you do"


I think he's thinking that the reshade is a competitor to his mod now.

Please Log in or Create an account to join the conversation.

  • Posts: 10
1 year 9 months ago #222 by tonaz
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!

Please Log in or Create an account to join the conversation.

  • Posts: 70
1 year 9 months ago #223 by jminternelia
Is it possible to add a feature in that would apply film grain to only the blurred areas?

Please Log in or Create an account to join the conversation.

  • Posts: 1221
1 year 9 months ago #224 by Marty McFly

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.

Please Log in or Create an account to join the conversation.

  • Posts: 5
1 year 9 months ago #225 by PatrickJr
Nice, I look forward to trying it out!

Please Log in or Create an account to join the conversation.

  • Posts: 15
1 year 8 months ago #226 by PureEvilWindom
any chance for another new shader ? or maybe from master effect ? especially godrays since the one from default reshade is also affect non light resource like UI with white color so its hard to control.

Please Log in or Create an account to join the conversation.

  • Posts: 54
1 year 8 months ago - 1 year 8 months ago #227 by sets
i got (184,1):unreachable code
when i tried to use quint bloom, what could be the problem here ?

also here's my lightroom stats, is it good or bad ?

Please Log in or Create an account to join the conversation.

  • Posts: 1221
1 year 8 months ago - 1 year 8 months ago #228 by Marty McFly
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.

File Attachment:
The following user(s) said Thank You: mickevincent, acknowledge, Ryukou36, 5Alex, Viper_Joe, PureEvilWindom, Masterfireheart, phroZac

Please Log in or Create an account to join the conversation.

  • Posts: 94
1 year 8 months ago - 1 year 8 months ago #229 by 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! :blush:

Please Log in or Create an account to join the conversation.

  • Posts: 47
1 year 8 months ago #230 by Boulotaur2024
Reminds me of that Photoshop plugin "Topaz Simplify" which was very popular in Neogaf back in the days.





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
The following user(s) said Thank You: 5Alex

Please Log in or Create an account to join the conversation.

  • Posts: 94
1 year 8 months ago - 1 year 8 months ago #231 by 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.

Please Log in or Create an account to join the conversation.

  • Posts: 7
1 year 8 months ago #232 by Swartz27
I LOVE qUINT, great work as always Marty MCFly.

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).

Please Log in or Create an account to join the conversation.

  • Posts: 1221
1 year 8 months ago #233 by Marty McFly
Thanks man :)

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.
The following user(s) said Thank You: Swartz27

Please Log in or Create an account to join the conversation.

  • Posts: 7
1 year 8 months ago #234 by Swartz27
I understand. I think what I'll do is submit a few to the main repo, but I'll start my own little reshade framework.

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.

Please Log in or Create an account to join the conversation.

  • Posts: 3
1 year 8 months ago #235 by phroZac
"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."

Yessssssssss plzzzzzzz :D

Please Log in or Create an account to join the conversation.

  • Posts: 5
1 year 8 months ago - 1 year 8 months ago #236 by nhjnhj

mickevincent wrote: If it goes public, when will it do you think? Really looking forward experimenting with that one.

he's off, i think you will have to wait til waifu2x alike ai networks are ready for reshade (5 years?)

Please Log in or Create an account to join the conversation.

  • Posts: 344
1 year 8 months ago - 1 year 8 months ago #237 by 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)

Please Log in or Create an account to join the conversation.

  • Posts: 2
1 year 8 months ago #238 by Alabrand
Is there a reason that the DoF works fine on 1080p but when I use Nvidia DSR and select 3840x2160 ingame the DoF stops working but Lightroom and Bloom works fine?

Please Log in or Create an account to join the conversation.

  • Posts: 404
1 year 8 months ago - 1 year 8 months ago #239 by JBeckman
You probably need to re-adjust the depth buffer settings after scaling the resolution like that, there should be a couple of different choices at least for D3D11 (DirectX 11) and together with the DisplayDepth.fx shader you should be able to see which ones give you proper depth buffer functionality again. :)

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

Please Log in or Create an account to join the conversation.

  • Posts: 89
1 year 8 months ago - 1 year 8 months ago #240 by AssassinsDecree
Hey Marty,

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.

Please Log in or Create an account to join the conversation.