(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- lordbean
- Topic Author
Long compile times are pretty normal with recent versions of HQAA. I've occasionally even seen games crash due to the length of the hitch. If it's too widespread a problem I'll reduce the default number of FXAA scan iterations (the loops in FXAA are where the compiler tends to hiccup).
Finally, version 12.0 now available. I made some pretty major improvements to the edge detection process in both SMAA and FXAA (I love it when I get random brainwaves that actually work).
Edit: The UI did need a bit of work again. 12.0.1 now up, which mostly just does a spring cleaning of the UI options to improve readability and general setup flow. As an experiment, I also reversed the order of the logical checks in the FXAA while loops (the iteration counter now checks first instead of second) since if the compiler is looking for a hint about the possible maximum duration of the loop, it's only likely to check the first logical comparison used by the loop declaration. In theory, this might shorten compile times.
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- SilentPrayerCG
Compiling time is ok now, i think.
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- NoPippinNo
I'm especially excited about you working on a temporal solution, for me the main issue with aliasing is actually not the edges but the shimmering on movement, I find the high contrast blinking to be really distracting. I'd live happily with some amount of blurring if it could catch that blinking.
The ghosting I imagine could be subdued by edge/surface detection, in a similar way to how Bilateral Comic detects edges, surfaces and sky.
Filmic Anamorph Sharpen also does something interesting with an edge mask, reducing sharpening centered around depth edges.
Perhaps you could use the a single edge/surface mask to further prevent CAS from reinforcing mesh-edge aliasing and to help filter your temporal component from surfaces and sky/long depth.
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- lordbean
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- lordbean
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- SilentPrayerCG
also errors (at first only on hqaacas and temporal stabilizer, but then on all techniques)
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- lordbean
- Topic Author
I just posted version 12.2, it's another large-ish spring clean + bugfix + general attempt at fixing the problems on pascal Geforces and below. I've been reading through the Microsoft HLSL reference documentation and found a couple of ways my code might have been producing odd results in some cases.
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- Tojkar
imgur.com/a/OJ6fXYQ
EDIT: It also makes red and green artifacts as if one of the debug options would be bleeding through even though they're all off. It doesn't really show with any sensible settings but is clear when cranking down the threshold and when the screen is dark.
imgur.com/a/PQHoYs1
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- lordbean
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- Tojkar
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- SilentPrayerCG
cleared cache and stuff
and at first there was no artifacts, but until i checked "performance mode" after it, artifacts reappeared, and stays even when i unchecked "performance mode"
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- TOGfan
Here are my screenshots:
ibb.co/wzMNVkr
ibb.co/DQ6GDyr
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- lordbean
- Topic Author
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- lordbean
- Topic Author
Edit: it looks so tiny...
I hope it doesn't vomit blood trying to drive my 1440p display.
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- lordbean
- Topic Author
Unfortunately, I can also report that my first impressions were that although performance tanked, HQAA appeared to be working. I might need to start collecting information about CPUs as well - maybe something is going differently on the CPU side on certain architectures. However extended testing is still pending as I need to solve this initial unresponsive ReShade overlay problem first.
Edit: fixt. The problem was just ye olde installed a new piece of hardware and didn't reboot the system. Modern drivers are supposed to be able to be loaded on the fly but we all know how well that sometimes goes. More testing now starting.
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- lordbean
- Topic Author
All game settings are maintained as same as 6700XT (read: unplayable on a 1050 Ti due to poor performance and should be heavily straining the card)
(Pass indicates no artifacts in the final output and all debug modes contain expected outputs)
Euro Truck Simulator 2 (DX11 64bit): Pass
Doom 3: BFG Edition (OpenGL 32bit): Pass
Witcher 3 Wild Hunt (DX11 64bit, original failure case): Pass
RAGE 2 (Vulkan, 64bit): Pass
Borderlands TPS (DX9 32bit): Pass*
Diablo III (DX9 64bit): Pass*
Satisfactory (DX12 64bit): Pass*
Subnautica (DX11 64bit): Pass
*Borderlands TPS displayed correct final output but odd behavior in the alpha normals texture. The texture is defined red-only (single channel) and when viewed in debug should definitely look red. In TPS it was strongly Cyan.
*Diablo III and Satisfactory displayed correct final output but odd behavior in the alpha normals texture. The texture was correctly in the red channel, however computed values did not appear to be correct to what was on screen (the texture was often set to a full 1.0 resulting in huge blocks of red with no definition of the scene).
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- lordbean
- Topic Author
Edit - I stand corrected, the weird behavior in the alpha normals texture ended up being more revealing than I expected.
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- lordbean
- Topic Author
Edit: updated to 13.0.1 correcting a minor bug in 13.0 (FXAA luma data was being generated too early in the technique).
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- SilentPrayerCG
Soulstorm have same artifacts. I've checked compatibility flag and artifacts disappeared, but reappeared after i checked "performance mode" in reshade
Also, I've tested in Wild Hunt, and it's much worse, it's NaN's again.
I have 2700x Ryzen, if it still relevant.
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- TOGfan
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