(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- Kidoki
Here's my reshade log (I assume this is the correct file). Let me know if there's anything else I can do to help identify the issue.
Edit: the issue is less pronounced in the newest version, and looks slightly different from before, though still similar in the actual edges - imgur.com/a/Bp1fYSx
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- lordbean
- Topic Author
Edit: It does. As far as I can tell the game's rendering environment is the same on both our systems, apart from the GPU being different. On that note, are your drivers reasonably up to date for the GTX 970? I wonder if I've made my shader do something that's throwing an older driver off. Also, do any of the debug modes isolate the artifacts on the screen? I strongly suspect the problem is coming from one of the FXAA passes at this point.
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- Kidoki
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- lordbean
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- Kidoki
Messed around with all preprocessor definitions at 0 and 1 (including the new one), but sadly the same still happens.
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- lordbean
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- Kidoki
Update: 9.7.2 works fine, and 10.0 is indeed the one that breaks it on Witcher 3.
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- lordbean
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- Kidoki
This AA does wonders for the game at 1080p, it's really excellent, undoubtedly the best available AA for Reshade.
Comparison (check in fullscreen of course): HQAA OFF vs. HQAA ON + Strong Adaptive Sharpening + Slight Gaussian Blur
Still tuning my sharpening, I like it a bit on the stronger side for this game, but it's a bit much right now.
If you see any edges that were touched weirdly, it's because AA applied on top of the game's weak temporal AA sometimes causes that, though I found that your shader in specific tends to do that much less frequently than the individual SMAA/FXAA shaders, which is again, excellent. The game's TAA is basically necessary, otherwise any walk through the woods is a shimmering nightmare that will leave a mark in your mind. It's weak enough that it has no movement blurriness, though does smear the screen a little bit but removes most egregious shimmering from foliage.
Thanks for you work in this, and do take your time like it has been suggested. When some days passed and I suddenly came back to a 10+ version after using one of the first versions for a while, I was quite impressed.
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- lordbean
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- Tojkar
The updated debug options are very nice but I'm not sure I understand the difference between MSAA negative and positive options. Care to elaborate on it a bit?
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- lordbean
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- lordbean
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I'm interested to know whether the problem with Witcher 3 still exists after this update, also. I can confirm HQAA v11.0 works on the Witcher 3 on my own PC, but so did the v10 series, so this doesn't necessarily mean much.
Edit: standing version is now v11.4, which has a few new tricks on a smaller scale. HQAA v11.4 is modestly slower than v10 versions but not much slower (at least while using a preset). HQAA is now in a place, however, where pushing the shader harder actually results in increasing levels of AA accuracy without introducing artifacts (everywhere I've tested it so far), but the trade-off is that when using custom to really push for max quality, HQAA can be a very slow shader.
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- SilentPrayerCG
and it's look like this in dx10/11 games
i tried dx9 game, and there aa just don't work without artifacts
also at first hqaacas shader was marked by yellow, some error, i wasn't able to screenshot it, wanted to just make photo, but after restarting game error not recurring, maybe it related to some shader cache.
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- Martigen
This didn't occur in the 9.x series (and maybe 10.x, I'd have to re-check).
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- lordbean
- Topic Author
Regarding the reports of artifacts, I've rebuilt the new alpha channel shenanigans to use a support texture instead of the back buffer alpha channel since it's possible that was the cause. v11.5 should hopefully resolve that problem for anyone who's been getting artifacts since 11.0.
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- SilentPrayerCG
in dx9 it's actually happens too, it just not black
also the error i mentioned before, that won't reappear after restart of game
warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
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- lordbean
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- SilentPrayerCG
no error tho, at least after rewriting file in already runs game
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may be i should provide some technical info to help you debug it?
i guess only related hardware configuration is videocard - i have good old gtx 1070, and windows 11
i remember when my friends wrote render system, there was problem when same shaders was ok on GPU but was buggy on my, and they needed some manual fixing, as i understand.
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- lordbean
- Topic Author
I'm gonna slap a quick and dirty compatibility flag in for you to try. It'll be up
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