qUINT
- Marty
For me personaly it causes me not to use the AO in most cases, which really sucks... ESPECIALLY now that it's even better.
Any word on the Lightroom DX9 issue I've posted earlier ? It's still present.
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- Marty McFly
- Topic Author
Marty I put all developments for Lightroom on hold since it's currently unfixable on OpenGL. I have a ton of other ideas and might end up rewriting the thing. Lab is a better color space to do my stuff (code is also cleaner then), the Histogram could be done over multiple frames and therefore be much faster and more stable, the current UI looks pretty funky and a couple of other things I'm unhappy with atm.
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- ts2fe
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- Duran.te
What a shame
Guess we'll just get over it, then.
@ts2fe
You can enable it by changing the value #define MXAO_HQ from 0 to 1 either in-game or by manually opening the file qUINT_mxao.fx from your "Shaders" directory.
Use this gif I took from my [strike] gorgeous [/strike] humble guide Easy Troubleshooting as a reference for the in-game option:
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- Marty McFly
- Topic Author
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- Marty McFly
- Topic Author
MXAO has a hidden feature where you can actually set the screen FoV to get even more precise AO. For Ambient Occlusion, this isn't really need, hence it's off by default. For screen-space reflections however, it's crucial to have perfect view space position reconstruction, otherwise the reflection angles are off, therefore SSR has a FoV slider. Now you probably noticed that even if you set the FoV perfectly to what the game uses, the reflections still move a bit, just a tiny bit and you can never really get it right.
When I was working on my raytraced GI, I stumbled upon a problem that took me ages to fix, eventually I tracked it down to a small typo and resolved it, realizing that this exact code is also used in MXAO and SSR, which I now patched, hotfix is live on Github. If you check the last commit and what I changed, you can have a good laugh
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- lowenz
Maybe you're interested in this
forums.thedarkmod.com/topic/18115-ambien...ighting/#entry436968
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- Duran.te
Definitely better looking results compared to the old version.
These perfectly-aligned shots from Mirror's Edge prove it:
(The first image displays the old version, the second pic shows the newer one. They both have the same values.)
For the sake of completeness here's the SSR-OFF pic:
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- crosire
Marty McFly wrote: Apparently, when the LUT texture size exceeds the screen size, ReShade refuses to draw to the areas outside (so for Full HD, a LUT with a width of <= 1920 is OK) but that must work so it's a ReShade bug. Can't really verify that I fixed this particular problem of yours if ReShade acts up.
This is fixed now: github.com/crosire/reshade/commit/7d9350...bb00cb85015d1bcc0a7bMarty McFly wrote: I put all developments for Lightroom on hold since it's currently unfixable on OpenGL.
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- Marty McFly
- Topic Author
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- Dictator93
Big fan of your work now for years, I have used MXAO and your shader set countless times at this point. I come to this thread because of your Patreon post from April 24th - I am most definitely curious about your work there and would love to spark up a conversation with you about its functioning. To indtroduce myself, I am Alex Battaglia from Digital Foundry and have covered Reshade in the past on the channel as well as other injection style shaders recently (SEUS PTGI) and would just love to talk to you about your Patreon work as to cover it in video form.
Best,
Alex Battaglia
P.S. - been scouring the web to find you (twitter)! If here is the wrong place of contact, sorry for that. You can contact me through twitter!
@Dachsjaeger
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- Sacco
In all of them I get syntax errors and cannot use any of these shaders. I'm particularly interested in SSR to use with Dolphin (MarioKart)
Any ideas how to solve the syntax error problem?
I know how to install reshade, and actually have it working on several of my games.
Thanks in advance
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- JBeckman
Hmm seems this new version of MXAO ended up in a Digital Foundry video for Crysis and path tracing.
EDIT: There, think that stopped it from trying to embed and then hide the video.
EDIT: Hmm perhaps it's some other custom shader after viewing the video a bit more so not strictly MXAO.
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- ZabaZu
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- Riadon
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- Marty
Riadon wrote: The new shader looks great in how it operates, though it's a bit disappointing digitalfoundry didn't tweak it properly for the video. They spent a ton of unnecessary time trying to get some coop mod to work, which they should have spent adjusting the intensity to be less over-the-top. They also didn't even touch the ray count in the video so we have no idea what visual effect that has. That's in addition to the other effects they were enabling, which distracted from the point of the video and didn't look very good at all.
Agree with everything you said.
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- jas01
Riadon wrote: The new shader looks great in how it operates, though it's a bit disappointing digitalfoundry didn't tweak it properly for the video. They spent a ton of unnecessary time trying to get some coop mod to work, which they should have spent adjusting the intensity to be less over-the-top. They also didn't even touch the ray count in the video so we have no idea what visual effect that has. That's in addition to the other effects they were enabling, which distracted from the point of the video and didn't look very good at all. Still, I can't wait to try this out myself, looks very promising.
In-game SSAO was enabled as well (shouldn't happen). Bloom was too strong (hiding a lot of detail). Enabling lumasharpen (with pretty strong values) and putting SMAA at the end of everything (sharpening jagged edges before trying to smooth them down doesn't make too much sense) made this video look pretty bad. At one point they were thinking about playing with the default values - Didn't happen as they had to deal with some bugged out enemies from this COP mod. They had their fun, but I wasn't able to get too much from their showcase.
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- xonedl
I remember I tried MXAO in Skyrim it did work, that's that.
[strike]Currently playing another old game - Stalker, nope MXAO didn't work there, the debug view show a complete flat color[/strike]
Nvm, stupid me forgot to check the DX11 tab for Depth Buffer configuration.
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- UTwelve
- YamiNoNeko
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