qUINT
- Marty McFly
- Topic Author
lowenz wrote:
Up!lowenz wrote: The relationship between the new shaperning filter and CAS porting?
Please, can you answer?
Same relationship as with any other sharpen filter. Same principle, different execution.
Every sharpen works more or less the same. Subtract a blurred version of the image from the original image. The visual difference between all the available filters is mostly only caused by the blur method and the formula used to determine how much sharpen to apply. Luma Sharpen does it one way, NVIDIA sharpen another way, CAS sharpen yet another way and mine also does it yet another way. The special feature about mine are the depth edge detection to restrict the sharpening to textures only, but every other shader has it's own special recipe that sets them apart.
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- lowenz
Perfect, thanks!Marty McFly wrote:
lowenz wrote:
Up!lowenz wrote: The relationship between the new shaperning filter and CAS porting?
Please, can you answer?
Same relationship as with any other sharpen filter. Same principle, different execution.
Every sharpen works more or less the same. Subtract a blurred version of the image from the original image. The visual difference between all the available filters is mostly only caused by the blur method and the formula used to determine how much sharpen to apply. Luma Sharpen does it one way, NVIDIA sharpen another way, CAS sharpen yet another way and mine also does it yet another way. The special feature about mine are the depth edge detection to restrict the sharpening to textures only, but every other shader has it's own special recipe that sets them apart.
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- Anika
I tried setting up MXAO in multiple games so far and it always ends up looking incorrect. Like a blocky mess, catching every polygon on models. Where I shoud look to fix that?
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- Uncle Crassius
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- Anika
Had to turn on Smoothed Normals. Everything is great now!
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- anixcool
-snip-
He is copying your work
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- OtisInf
yeah typical matter for a DMCA takedown request to Github. They'll act swiftly. I've reported it as well
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- klotim
Marty McFly wrote:
lowenz wrote:
Up!lowenz wrote: The relationship between the new shaperning filter and CAS porting?
Please, can you answer?
Same relationship as with any other sharpen filter. Same principle, different execution.
Every sharpen works more or less the same. Subtract a blurred version of the image from the original image. The visual difference between all the available filters is mostly only caused by the blur method and the formula used to determine how much sharpen to apply. Luma Sharpen does it one way, NVIDIA sharpen another way, CAS sharpen yet another way and mine also does it yet another way. The special feature about mine are the depth edge detection to restrict the sharpening to textures only, but every other shader has it's own special recipe that sets them apart.
I have a bug where its sharpening everything altough I have depth buffer available and depth mask enabled as per default.
This is on fallout 4 so it obviously has depth.
Before:
After:
This is on highest sharpening just to show the result.
The config:
[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=4294967295
RMS_MASK_ENABLE=4294967295
SHARPEN_MODE=1
SHARP_STRENGTH=1.000000
Btw is "4294967295" a actual valid value?
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- klotim
klotim wrote: The config:
[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=4294967295
RMS_MASK_ENABLE=4294967295
SHARPEN_MODE=1
SHARP_STRENGTH=1.000000
Btw is "4294967295" a actual valid value?
SO i tried to set to 1 instead and reloaded with no difference.
Also i didn't mention what to look at but look at the sky to be clear.
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- Swartz27
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- FYKC
That said, the depth buffer appears to be squashed and misaligned vertically and I can't figure out how to correct it, if there's even anything I can do about it at all. All anti-aliasing is disabled and I'm not running ENB or game monitoring/overlay programs that could potentially conflict.
My question is, is there anything I can do to correct this? New Vegas is the only game I've experienced this with.
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- FYKC
I was able to fix the misalignment issue within the DisplayDepth shader via it's "scale" parameter that let me stretch it out to the proper size, but MXAO does not have this option, so the shader is still misaligned.
How likely could a "scale" parameter be added to MXAO?
e: Well, I can confirm that RT shader Beta 0.8 with Reshade 4.3 works as it should in New Vegas.
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- acknowledge
imgchr.com/album/YG96e
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- SilentPrayerCG
\qUINT_lightroom.fx(854, 1): error X4568: 'PS_ProcessLUT': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones
\qUINT_lightroom.fx(860, 1): error X4568: 'PS_ApplyLUT': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones
\qUINT_lightroom.fx(874, 1): error X4568: 'PS_DisplayStatistics': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones
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- Martigen
Download the latest version of the shader from the github links in the first post.SilentPrayerCG wrote: Hi. In latest reshade update (4.6.0) lightroom stopped working.
it's something on my side, or we need update?\qUINT_lightroom.fx(854, 1): error X4568: 'PS_ProcessLUT': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones \qUINT_lightroom.fx(860, 1): error X4568: 'PS_ApplyLUT': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones \qUINT_lightroom.fx(874, 1): error X4568: 'PS_DisplayStatistics': input parameter 'huefactors' interpolation qualifiers do not match vertex shader ones
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- SilentPrayerCG
Now it's it work OK, thanks!
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- Siridon
the screenshot is not noticeable, but the whole picture flickers
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- Mutin Choler
I've been trying to reduce the Bloom Scene Exposure Bias so that I can find the sweet spot for the white point, but the exposure will only change when it goes lower or higher in increments of 1, otherwise it won't change at all. Because of this, I end up having the white point be a little too bright or a little too dark in poorly lit areas.
imgur.com/a/HpUl9dH
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- supercento
Thank you so much for your work.
There's a funny problem with Euro Truck Simulator 2.
During the game MXAO works fine, but when accessing the main menu, the shader is always displayed upside down. This only happens in the menu, is there a solution?
For example, some code that says "when pressing ESC, invert" "when pressing ESC again, invert again".
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- Zanibar
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