(H)ybrid high-(Q)uality (A)nti-(A)liasing (HQAA)
- lordbean
-
Topic Author
The preprocessor definitions are supposed to disable SRGB sampling and rendering when HDR is active. Could be that some of the math the passes are doing doesn't work well with HDR data though.
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Edit: my ViewSonic monitor was able to produce garbage results in Far Cry 5 using the HDR setting "FreeSync 2" using the prior version. After the update, and having set HDR_BACKBUFFER_IS_LINEAR to 1, it renders properly. Hopefully this means I fixed it.
Also pushed another update with an improved FXAA interpolation calculation and a new debug option to show FXAA luma color channels (basically, it represents which color FXAA selected as being representative of the brightness of the pixel by my adaptive luma code).
Please Log in or Create an account to join the conversation.
- Riadon
-
Very impressive for being done purely in post-process. Doesn't really touch temporal aliasing but in every other aspect it's miles ahead of any ReShade AA shader I've previously tried. Great work!
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
It likely never will touch TAA either, at least not when the TAA is implemented well. It isn't really intended to compete directly with TAA though - my reason for working on HQAA is because Temporal AA starts migraines for me (it's a physiological reaction like motion sickness from motion blur), but for most people the target use case is games where TAA isn't available.That update fixed it, working perfectly in HDR now.
Very impressive for being done purely in post-process. Doesn't really touch temporal aliasing but in every other aspect it's miles ahead of any ReShade AA shader I've previously tried. Great work!
Â
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Edit: I discovered a previously unknown (to me, at least) relationship between the FXAA scanning granularity and subpixel correction strength, which has allowed me to develop a more flexible way to calculate it to adjust dynamically with the granularity setting. Additionally I managed to improve the performance of FXAA a bit more by splitting its correction loop into a branched loop structure instead of having a single loop handling two different jobs. This is available now (version 10.3).
2nd Edit: This is probably pretty close to a final version of HQAA now. I literally maxed it, dropping my fps from 165 to 93, and I see extremely few (if any?) AA-produced artifacts in the output image here.
Please Log in or Create an account to join the conversation.
- klotim
-
Can the search/area textures be improved maybe?
Also in your image, left sidewindow you can see the reflection on the truck, if you zoom in there you can see the stepping of the aliasing in after as well, is it possible to work to make it a straight line?
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Edit: I might eventually try to tackle improving the textures (I'd like in particular to see SMAA able to scan further than 20 steps for diagonals) but I frankly don't understand SMAA well enough to try it yet. The techniques used in SMAA are much more complicated (like orders of magnitude) than what FXAA does.
Try this on for size though - this is taken using shader defaults, v10.3.3 (High preset +1.5 sharpening).
Please Log in or Create an account to join the conversation.
- Kidoki
-
imgur.com/a/VDlOGsI
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Please Log in or Create an account to join the conversation.
- Kidoki
-
Edit: Tried another game, seems to be a Witcher 3 issue with it, which is sad since that game really benefits from this shader (used previous versions on it). Not sure what exactly causes it but I'll mess with some settings in the hopes of solving it.
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
If Witcher 3 is using scRGB color space the backbuffer should be in RGBA16 mode. I'm fiddling around with trying to convert, but it's proving tricky because scRGB uses the same fused conversion as sRGB in hardware, but its range extends 0..1 significantly (it's typically -0.5..7.4999999).
Edit: The problem is coming from the contrast adaptive sharpening functions (they rely heavily on reciprocals of fractions). For the moment, I've pushed version 10.3.4 which disables all sharpening code in the shader if the back buffer format is RGBA16. If it fails to compile, you just need to delete the saved pre-processor definition from the ReShade profile ini file. You'll need to use sharpening from another shader, but it should compile on Witcher 3 now if my assumptions are correct.
Please Log in or Create an account to join the conversation.
- Kidoki
-
Edit: Saw your edit, gonna give it a try and edit this to update it.
Update: Unfortunately still looks the same. If it's of any help, the separate sharpening shader part works just fine but I think it did before too. When trying the main shader I made sure to disable the sharpening manually just in case too. Hopefully someone else here has the game available to try it, maybe it's something on my end, though it did work on other games just fine.
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Edit: and of course anywhere else it doesn't seem to be working.
I just discovered I apparently own Witcher 3. I thought I had refunded it (couldn't stand the locked 60 degree FOV) but apparently I didn't. I'll queue it to install and mess around with it tomorrow to see if I can pin down the problem there.
Please Log in or Create an account to join the conversation.
- klotim
-
I would like to be able to disable sharpen with a preprocessor checkbox because of 2 reasons:
1. It would be nice to disable/enable sharpen with preprocessor toggle, as i understand it saves some performance.
2. Disable sharpen in preproc would also brute disable sharpen no matter what preset I use.
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Seemingly unable to duplicate a problem with Witcher 3. Maybe I fixed it by accident between last night and now?
Please Log in or Create an account to join the conversation.
- WSH303
-
Please Log in or Create an account to join the conversation.
- lordbean
-
Topic Author
Please Log in or Create an account to join the conversation.