(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- SilentPrayerCG
i have only cas smaa fxaa and hqaa in witcherI have just noticed that when I use the load only enabled effects option in reshade the artifacts disappear, so they might be caused, at least for me, by incompatibility with other shaders.
and some standard stuff like lut.fx dysplaydepth.fx etc
i've tested "load only enabled effects" and yea, artifacts gone... strange
update
i started to enable shaders one by one, and flag "load only enabled effects" stops removing artifacts when smaa.fx is enabled too.
so if it is conflict, it's apparently smaa shader, but i need to check in other game, to check if hqaa is actually working
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- lordbean
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Edit: that didn't take long. HQAA is in fact incompatible with SMAA (even while SMAA is disabled but loaded). I'll see if I can figure out correcting it, but I'm honestly not sure why this is the case. HQAA uses different internal names for all the textures and samplers.
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- SilentPrayerCG
I've tested it on Soulstorm again (since it's old and i can easily see aliasing), and with this method AA defenitily working, but i don't know how to determine if it's working correctly.Hmm, that's fairly odd. In theory HQAA should be compatible with having SMAA loaded, and possibly even running. I'll try it on my system and see what happens.
Integrated CAS seems to be working, not sure about Stabilizer, since i cant see any text crawl (i know what it is, I've noticed it long time ago on regular SMAA in certain settings)
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- lordbean
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Can you tell I'm still pretty new to programming? LOL
Regarding the temporal stabilizer, it's definitely best not to use it if you don't see anything that's bothering you in the HQAA results. It can dampen how much a twerking line jumps out at you, but it'll cause ghosting to some degree.
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- SilentPrayerCG
It seems to be working now properly.
Also I've only now noticed it adds ~20% gpu load when enabled, damn.
Even in potato mode its pretty big gpu load - about 10%/
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- Tojkar
There's a one thing on the quality I noticed. Check the circle around the ship. Bottom and left sided are anti-aliased, but top and right sides are almost bare from it. It The difference seems to be the black background where it's not working as opposed to blue. I used GlaDos preset.
EDIT: "Check the circle" and then I proceed to not post the picture. *facepalm* Well, I guess it wasn't even needed after all.
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- lordbean
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As far as usage goes, yes, HQAA is a heavy shader. The core idea behind it is to use the extra horsepower available in modern GPUs to deliver more accurate results than other (faster) options.
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- SilentPrayerCG
May be some day I will see it.
Sadly this shader doesn't eliminate edge shimmering in movement, but i guess it's impossible, without supersampling (which my not modern GPU usually can't handle without FPS drops) or proper TAA (which my GPU actually can handle, but old games lacks of it).
Some games really suffer from it, like Dark Souls 3 and The Evil Within 1.
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- lordbean
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- lordbean
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New major revision v14.0 now available. It's pretty much the v13 strain after a training montage - useful code has been fine tuned, not-so-useful code has been trimmed. v14 runs significantly fewer total passes than v13 due to removal of edge detection inputs that weren't really helping. New debug mode also included to view how FXAA is blending its outputs.
Also I discovered ReShade has an IDE built into it. That may or may not have had something to do with this update.
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- lordbean
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- lordbean
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Edit: version is now 14.4, which considerably improves the performance of the shader. Feature set and visual outputs are essentially unchanged.
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- SilentPrayerCG
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- lordbean
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- lordbean
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For the curious, I got rid of the extra support texture that was used to hold altered copies of the framebuffer by rendering said copies to the SMAA blend weights texture instead. Once the edge detection phase is complete SMAA simply overwrites whatever was left over in the texture with the blending weights for the next step.
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- lordbean
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- klotim
23:00:10:765 [11648] | ERROR | Failed initializing "C:\Program Files (x86)\Steam\steamapps\common\Oblivion\reshade-shaders\Shaders\HQAA.fx":
C:\Program Files (x86)\Steam\steamapps\common\Oblivion\reshade-shaders\Shaders\HQAA.fx(1173,18-35): error X3528: can't force branch with gradients on non-inputs
dx9 32bit game
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- lordbean
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- maciejsojka
Where can I download latest version HQAA?
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- lordbean
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There's a link to it in my first post, although as some have pointed out I could have done a better job of indicating that it's there. It's right at the start beside the hashtag.
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