(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- EFermi
Example from FEAR:
imgur.com/FyhQamN - default "High" quality setting or higher results in brighter pixel inrusion onto the darker area.
imgur.com/HSe6Hc2 - default "Low" quality setting does not have this error.
SMAA tends to create similar distortions if the settings are cranked high up (specifically diagonal edge detection), which is different from FXAA mad random pixel mashing, instead, it looks like SMAA-based code, including HQAA, genuinely has trouble differentiating some seemingly straight edges if they are "grainy", like the surface of this vent duct in the image, for example.
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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Edit: updated to v22.1, which overhauls and streamlines the UI for simplicity. All primary effect options are now either constants or controlled by preset selection for user friendliness. When in advanced mode (which replaces the previous custom preset and is activated via a preprocessor define), all parts of the primary effect become user configurable including a new option controlling the strength of the denoising effect.
Edit 2: updated to v22.2, which is a full-shader sweep for optimizations and bug fixes. I'm unsure whether it runs faster than previous versions or not, but it seems to compile to a considerably fewer number of instructions per pixel shader than it did before - at the very least, that's a plus for compatibility (it's possible to overflow the instruction buffers on old or cheap GPUs).
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- EFermi
Happens with both RS 4.9.1 and 5.0.2; game - F.E.A.R. (DX9 render, maybe that's the problem?).
Yep, seems to be it. Enables just fine on DooM Eternal but fails at both FEAR and its addon Extraction Point. Will try a few moar games.
Alan Wake (DX9) - fail.
Alan Wake Remastered (DX12) - functional.
Crysis (DX10) - functional.
Seems like DX9 problem?
Also failed on Darkest Dungeon (OGL).
Seems like it doesn't go well with older APIs. Version 20 worked fine.
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- lordbean
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Edit 2: apparently not. I'm getting the same error thrown in Borderlands TPS on a clean profile. Appears to be a symptom of something underlying - I don't see a reason for a divide by zero to be thrown there in the code. I'll update when I get it fixed.
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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- lordbean
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I suspect this version will likely be a longer-term (for me, anyway) release as its output appears to be exceptionally good. As usual please report any issues with the shader so that I can troubleshoot and fix them.
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- lordbean
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- lordbean
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v26.0 is now available. FXAA is now capable of dynamically selecting either luma or chroma edge detection in addition to SMAA. In my defense, I didn't actually think what I did was going to work - but then it did, so here we are. Also made a couple of optimizations and renamed a few internals to be more representative of what the code is using them for.
Edit: Current version is now 26.2, which has substantially improved edge detection accuracy for both the chroma and luma paths as compared to 26.0.
Here's a quick demo screenshot for 26.2.
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- lordbean
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- Jaynan35
Is this shader publicly available. I'm new to the forum and I am wondering how to download and test? Thank you for your time/effort.
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- EFermi
Or, yes, it would be better if it was an actual link, like github.com/lordbean-git/HQAA , since forum does not highlight hyperlinks for some ungodly reason, so the only way to see one is to point a cursor at it.
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