(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- lordbean
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- Kleio420
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- lordbean
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- lordbean
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- Egor179
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- EFermi
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Also can be found on the 1st page in the beginning of the 1st message by lordbean, hyperlinked as # HQAA.
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- lordbean
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- lordbean
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The output quality and performance of v30 are both better than v29.3 thanks to improvements in the accuracy of both SMAA and FXAA and a general fine-tuning pass to squeeze as much out of the shader as possible. This is the final major revision of HQAA as I do not believe I can push the output quality and flexibility of the shader any further than I already have at this point. I cannot rule out that there may be smaller updates in the future if bugs or compatibility problems are found, but apart from that, version 30 can be considered the official "the project is done" release of the shader.
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- Bred_W
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[^.^)
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- EFermi
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- lordbean
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- lordbean
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- lordbean
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30.3 includes a lot of small improvements, fixes, and optimizations, and a new major feature - when using TAA Persistence, HQAA's TAA will now perform next-frame prediction and use this to help reduce shimmering in the scene.
Find it here: github.com/lordbean-git/HQAA
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- lordbean
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Update notes:
Incremental quality and performance update.
Notable differences:
Standard mode should now run significantly faster
Sharpening algorithm is now Contrast-Predicated Sharpening, a CAS derivative of my own creation that is able to avoid most of the normal CAS oversharpening conditions
Blue Light Filtering has been overhauled and moved outside of the color processing section for convenient access (migraine problems...)
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- Svperstar
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If I could make a small request. You have a ton of presets which is awesome, could you make a Max Quality preset so people can know they have the best quality without trying to understand all of the nuance of the advanced shader settings?
I see you have Bang for the Buck, not sure how far that is from Max Quality.
Been using HQAA with FF7 ReBirth + DLSS Quality and it looks great. Reminds me of SGSSAA back in the day.
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- lordbean
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Don't be afraid to play around with it - I put a ton of work into idiot-proofing the code and including brief explanations of what everything does via mouse over tooltips.
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- Svperstar
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- N0man
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I understand that the SMAA part of this shader is limited to 20 diagonal steps.
My theory is that if AreaTex.png texture is linearly upscaled by 2x and some of the hardcoded image size definitions in HQAA.fx are doubled, the shader may be able to support 40 steps or more depending on how much you scale the values.
Would there be a potential benefit to having a larger number of diagonal search steps?
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