qUINT
- Tazpoken
YamiNoNeko wrote: Thanks for your hard work, I was trying it in a game I play a lot and it says the bloom fail to compile. What should I do or how can I fix this?
It happens to me when I use NVIDIA DSR. I don't know if that's your case, with DSR other than 1.00x bloom fails to compile..
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- Tazpoken
I am trying to use them with Elite: Dangerous. I am a first-timer at Reshading but thanks again for the great work.
Here's a video with one of my presets:
vimeo.com/335209297
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- Riadon
Tazpoken wrote:
YamiNoNeko wrote: Thanks for your hard work, I was trying it in a game I play a lot and it says the bloom fail to compile. What should I do or how can I fix this?
It happens to me when I use NVIDIA DSR. I don't know if that's your case, with DSR other than 1.00x bloom fails to compile..
I had the same problem when using DSR. My base resolution is 1440p, up to 2.25x DSR (3840x2160) works fine, but past that bloom would fail to compile. I was attempting to use it at 4x DSR (5120x2880). It seems it doesn't work past 4k, at least in certain games.
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- Sacco
However I see no effect when I turn on SSR either on Starcraft 2 or Dolphin's MarioKart. (both running at 4K)
Any ideas? I'm using a 1080ti
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- SviRu
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- Avacyn
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- Sin_7
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- Uncle Crassius
Sin_7 wrote: What is qUINT_rt.fx? Do not found any information about it.
It's Marty's Screenspace Ratraycing Shader that's currently only available to his Alpha Supporters on Patreon. You know, the very thing everybody's talking about here.
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- jas01
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- Uncle Crassius
jas01 wrote: You should remove this link from your message. Some shaders are not open for the general public yet.
Yep, shouldn't've quoted it. Sorry @admin but thanks for editing it away. Note to self: Should read at work more often.
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- anontsuki
Also, would like to confirm that currently, in MXAO Ground Truth mode, both Indirect Lighting and Double Levels don't work, right? (I found double levels to not be working).
Thanks for your time.
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- Tojkar
What exactly is your problem? Is it that you need somebody else to tell you what looks good or are you sreally struggling to get enything meaningful out of the shader?anontsuki wrote: Hellow, I have a general question about MXAO. I'd like to use the double level setting for MXAO, but am having a bit of a difficult time understanding just where I should be placing my values. How high can I go for the 'main AO radius' value before it makes no sense. Is 8 too high? 12? The larger values give a more general AO effect and doesn't do well with high detail areas, I understand that much.
Also, would like to confirm that currently, in MXAO Ground Truth mode, both Indirect Lighting and Double Levels don't work, right? (I found double levels to not be working).
The firsts is something only you can help yourself with. The second resolves itself just by trying different settings. Use the debug mode at the bottom to better see how the settings affects the looks. When you got reasonable settings turn off the debug mode and tweak it a little more, if needed. In my opinion most games looks the best when radius is between 2 and 5. In some rare cases I will push it even to 10-16. Usually I keep the second layer at 0.1-0.2.
Those are just my usual settings. The thing is that nobody can tell you what would look the best in your opinion, so you just have to find those values yourself.
On the second thing you are correct; the IL and the double layer do not work in the HQ mode.
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- anontsuki
For instance, is a value of 40 for the radius so extreme that it breaks the AO? In Debug, the larger the numbers you use, the wider the AO gets, so in Debug at least, 13-14 and over gives this sense that the AO is a full screen measure, like literally, full screen, the ground has a wide low grade AO, the character has the same. In these circumstances, is the AO just breaking because the radius is too wide?
I understand that the fine AO level thing is a multiplication ... thingy. That's what allows you to get both fine details and large details. 0.125 fine from a main AO of 12 gives us a cute little 1.5, which is not a bad place for fine.
Debug shows many things, and to be honest, it can be difficult to gauge not just "this looks good", but rather "this looks correct" when in and out of debug and playing with large values.
Just wanted to know what is the most realistically possible accepted largest value, that way I know if I use a value larger than this, I'm making things worse, not better.
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- Marty McFly
- Topic Author
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- anontsuki
What about in an Isometric game where technically.... ..... .... everything is kind of close and far range at the same time?
I don't assume large radius are better, though, it's possible it's just the game I'm testing this out on makes it a little more tricky than it may otherwise be. (Divinity: Original Sin 2 in my case).
If it were a 3D game with large distances out in the open, or wherever and I was a character looking horizontally, I think I understand entirely and probably wouldn't have trouble configuring in a nice way.
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- Marty McFly
- Topic Author
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- anontsuki
Thanks for being awesome.
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- Martigen
Edit: ok checking my DOS2 dir. I think I actually got these values from this forum, someone else optimized them for DOS2 (and similar isometric games). Again this may have been for Marty's older MXAO but again you can probably translate some of these to qunt_MXAO I suspect.
[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
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- anontsuki
However, this is really nice and I super appreciate you posting it. I absolutely understand why the values this person used, were used and totally fit the game.
Thanks again.
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- Martigen
No worries I haven't actually finished DOS2 yet and I want to give XCOM2 another run and see MXAO would benefit, but haven't had much time to play with quint_MXAO yet. Would you mind sharing your settings for quint_MXAO when you're done?anontsuki wrote: Oh wow, this is really nice. I spent more time today doing some optimizing and general checking of radius values and things, what I ended up with is eerily similar to the values shown here, at least the ones that transfer from MXAO to qUINT_MXAO.
However, this is really nice and I super appreciate you posting it. I absolutely understand why the values this person used, were used and totally fit the game.
Thanks again.
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