(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- lordbean
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- SilentPrayerCG
and it seems per component flag doesn't change anything
but artifacts not black now for some reason
also when i switched it back and forth, and pressed "reload", sometimes artifacts disappears, and image seems ok and with aa
but it's until i again click "reload", and artifacts appear again
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I've checked 11.7
and it's look like artifacts become worse, flag also don't change anything
PS, i can't post images
I've tried as before, but it said too many links
I've put everything in cloud, it says I'm spammer
😡
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- lordbean
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Regarding the shader, try resetting it to defaults, and then go into ReShade settings and click clear effects cache to make sure there arent any old pieces of code loading. I'll keep looking for anything in the shader code that might be wrong meanwhile.
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- SilentPrayerCG
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Maybe i doing something wrong? You mentioned HDR before, i didn't noticed any related option, it isn't hard requirement right? I have regular monitor.
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- lordbean
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I just pushed v11.7.1, I thought I had separated my normalized luma scene from the backbuffer but the FXAA passes were leaking it back in through their early exit paths. I fixed that, and I made sure that the alpha channel in the full-run results has no connection to the normalized lumas as well.
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- Tojkar
imgur.com/a/qDyTHhN
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- lordbean
- Topic Author
Whatever's up with the shader currently, my own PC has been less than helpful trying to correct it. The AMD drivers must be somehow sanitizing the output from the shader...
I'm gonna plug it into Doom 3 BFG edition and see what it does.
Edit: ugh. Despite Doom 3 itself being a bit of a pain to get working under Windows 10, HQAA worked totally fine once I got the game sorted. For some reason I just can't get my 6700XT to duplicate a problem. I might have to start plugging random older GPUs into my system until I find one with issues.
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- SilentPrayerCG
ps
just in case checked Binding of Isaac, which is OpenGL, and shader produce same artifacts.
I think it's not about graphic API, it something about GPU, as i understand you use AMD GPU?
as i said before, it's remind me when my friend wrote GPU rendering system on C++ and OpenCL, there problems with shaders few times, when on my gpu it was some lines on textures that doesn't reproduced on his machine, i think he used AMD GPU too to make test, he eventually made some fixes, and told me that shader need to be fixed for Nvidia GPU
sadly i don't know more details, i mostly just tested thing, searching bugs
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- lordbean
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- klotim
However, everytime i update the shader i always reset the hqaa.fx settings just to be sure.
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- WSH303
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- lordbean
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- lordbean
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- SilentPrayerCG
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- lordbean
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I WILL beat this problem
Edit: I noticed a possible issue with the fast sharpen being done by the result sharpener and corrected it in a small update. It doesn't seem to have a visual effect on my system, but since it changes the math a bit, it's at least worth trying.
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- klotim
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- lordbean
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Edit: after doing some research for a while I discovered that although shader model 3 compatible GPUs all theoretically support unrolling large loops, the extent to which this support functions correctly can vary significantly (particularly going back in age). I've done a pretty significant rework of the flow control used for the FXAA loops and pushed as v11.10.
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- lordbean
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- lordbean
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Warning: will cause some ghosting, especially if you set past frame weight to a high value.
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- SilentPrayerCG
It compiled very long, and in Witcher 2 there was no AA and no artifacts, like it didn't worked at all.
And in TEW it was same artifacts, maybe just little bit less noticeable than before, but still like outlines in pixels where AA should be.
I've tried 11.11 right now, in DOW Soulstorm, and long compiling and artifacts still in place.
I've tired to reset defaults and clear cache, and it start working! Normal AA, sharpen working.... until i pressed "performance mode" flag, after it artifacts returned
i didn't screenshot working state (i naively thought its finally start working properly)
i screenshots artifacts tho
it should mean something, it's not the first time when after fiddling with on/off reload and stuff, shader start working, until next reload.
also about temporal stabilizer, sounds cool, but where it in options? maybe i missing something, also did it need to fps be above 60? Like those attempts to make screen space TAA, that require high framerate to blends excess frames?
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