(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- Jaynan35
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- lordbean
- Topic Author
Yeah, if I could change that I would. Crosire, if you happen to read this, can you please change my OP so the link at the top shows the full URL? It definitely doesn't really stand out the way I did it.It's a hidden hyperlink in the first page, first post, letters HQAA at the start.
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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- lordbean
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- lordbean
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Edit: Updated to 26.5.1, which uses an improved version of the math in the image softener. The feature now retains more detail when in use and still works fairly well (though it may still eat stars).
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- lordbean
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Edit: updated to 27.1, which corrects a bug in the chroma weight function that was causing chroma detection to be preferred in many cases luma detection would work better and additionally was causing a lot of false positives in the edge data.
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- lordbean
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- lordbean
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- lordbean
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-performs the full HQAA version of SMAA edge detection including dynamic luma/chroma path select and dynamic threshold calculation for both paths
-includes two-frame temporal edge aggregation and error reduction without the need for an extra texture (only the edges and weights textures are used)
-includes HDR support
-includes presets and the option to change to advanced mode setup
-includes FXAA multisampling (still defaults to 2x)
-performs dynamic luma / chroma selection during FXAA
The lite version does not:
-include optional features
-include debug outputs
-include hysteresis detail reconstruction
-perform dynamic thresholding during FXAA (it relies instead mostly on skipping early exit if SMAA detected edges)
-conflict with HQAA - both can be loaded and running at once, if for some reason you want to
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- lordbean
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- lordbean
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- lordbean
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Edit: the really embarrassing part is I discovered a major omission from the blending weight function which went unnoticed ever since I merged the SMAA.fxh header into HQAA (portions of this bug have been present in the code for a very long time) which was effectively skipping diagonal edge processing entirely. At least it's fixed now...
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- lordbean
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- Judge_K
Other developers, have sponsor-this-project tab on the github page. I've sponsored and donated to other projects/developers. And I'd like to talk with you about some ideas.
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- lordbean
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- Judge_K
With my setup, I have some issues. For instance, I have to use NV12 colorspace (4:2:0), and I use vibrance to re-saturate the colors to offset the color compression. I’d like to talk to you about incorporating some features into HQAA’s vibrance settings that would intelligently re-saturate the colors. In addition, I do a lot of upscaling. With console games, I can’t change render resolution, so I end up with some upscaling artifacts. I’d like to talk to you about incorporating some features to address those artifacts.
I know that these are very user-specific requests and that they will take some time/work. As a result, I’m willing to sponsor your project. If you’re interested, please message me through my profile.
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- lordbean
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- lordbean
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- lordbean
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On a side note, HQAA can now produce some pretty interesting grayscale scenes if you're into that kind of thing. If you set saturation to 0 and wiggle the vibrance slider around, you can get a pretty visible change in the appearance of the scene, despite it being grayscale.
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- Judge_K
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- lordbean
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