Its possible to add support to CMAA?(Intel)
- andrew
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8 years 3 months ago - 8 years 3 months ago #1
by andrew
Its possible to add support to CMAA?(Intel) was created by andrew
Was looking for anti-aliasing techniques, and found that,one called CMAA, the the quality is close to MSAA 4x with the perfomance lower of MSAA 2x, I even downloaded Intel's source code, there was a file called CMAA.h, similar to Reshade files, , but i dont know much about programming, but it seems to be easy to include this effect in Reshade.
software.intel.com/en-us/articles/conser...l-anti-aliasing-cmaa
software.intel.com/en-us/articles/conser...l-anti-aliasing-cmaa
Last edit: 8 years 3 months ago by andrew.
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- v00d00m4n
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8 years 3 months ago #2
by v00d00m4n
Replied by v00d00m4n on topic Its possible to add support to CMAA?(Intel)
There is updated version, would be nice if someone will port it to reshade
software.intel.com/en-us/articles/conser...aliasing-cmaa-update
software.intel.com/en-us/articles/conser...aliasing-cmaa-update
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- kingeric1992
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8 years 3 months ago - 8 years 3 months ago #3
by kingeric1992
Replied by kingeric1992 on topic Its possible to add support to CMAA?(Intel)
Judging from the file, it need RWtexture2d for UAV (unordered access view) mapping in pixel shader and currently it is not provided in reshade.
There might be some workaround with multiple render target, but such adaption will require some deeper look.
There might be some workaround with multiple render target, but such adaption will require some deeper look.
Last edit: 8 years 3 months ago by kingeric1992.
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- lowenz
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7 years 7 months ago #4
by lowenz
Replied by lowenz on topic Its possible to add support to CMAA?(Intel)
Up (for ReShade 3.0)!
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- NoMansReshade
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6 years 11 months ago - 6 years 11 months ago #5
by NoMansReshade
Replied by NoMansReshade on topic Its possible to add support to CMAA?(Intel)
github.com/justinow/CMAA_Reshade_3
found this, but im getting errors!
error X3548: in ps_3_0 uints can only be used with known-positive values, use int if possible
error X3548: in ps_3_0 uints can only be used with known-positive values, use int if possible
Last edit: 6 years 11 months ago by NoMansReshade.
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- Marty McFly
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6 years 11 months ago - 6 years 11 months ago #6
by Marty McFly
Replied by Marty McFly on topic Its possible to add support to CMAA?(Intel)
Whoever ported this is a tiny bit crazy:
So to spare one simple ASM instruction that maybe costs a single nanosecond or whatever - he goes ahead and sets up an insanely large array of data. This won't work in DX9 at all and the amount of constant registers used are larger than anything I've seen before.
// avoid doing pow and look up an array of 1024 values instead.
return LstarLookup(colour);
So to spare one simple ASM instruction that maybe costs a single nanosecond or whatever - he goes ahead and sets up an insanely large array of data. This won't work in DX9 at all and the amount of constant registers used are larger than anything I've seen before.
Last edit: 6 years 11 months ago by Marty McFly.
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- crosire
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6 years 11 months ago #7
by crosire
Replied by crosire on topic Its possible to add support to CMAA?(Intel)
Well, on the CPU that would likely be a lot faster. But as you said, on GPUs not, they are architectured very differently. It's a common mistake that developers new to GPU programming simply apply their CPU knowledge in the same way.
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- Sunesha
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6 years 10 months ago #8
by Sunesha
Replied by Sunesha on topic Its possible to add support to CMAA?(Intel)
I tested this CMAA shader. Though I got it in the Lstar curve mode so it changed brightness overall. I had hard time judge it but overall still prefer the stock SMAA that is in the stock shader pack. I mostly had hope that do a better job on stuff moving or while you self is moving. I really hope that in future there will be shader handling that kind of aliasing. Downsampling helps a lot but my current GPU doesn't have the muscle for that. Guess 4k will help too.
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