Welcome, Guest.
Username: Password: Remember me

TOPIC: So this is a thing

So this is a thing 11 months 4 days ago #1

  • Martigen
  • Martigen's Avatar
  • Offline
  • Posts: 249
  • Thank you received: 53
SHADER GODS, APPARENTLY THIS MAKES THINGS LOOK BETTER.

From Timothy Lottes, creater or FXAA:

timothylottes.github.io/20170315.html
www.shadertoy.com/view/XsfyWS

Something to do with SGSSAA, which I thought was driver-based. Can this be done in a shader?

Anyway, HAVE AT IT!
The administrator has disabled public write access.

So this is a thing 11 months 4 days ago #2

  • Ioxa
  • Ioxa's Avatar
  • Offline
  • Posts: 315
  • Thank you received: 321
This looks really cool... I'm thinking it might work as AA and debanding with the noise being added. It does look a little odd in full screen but I think that has more to do with the pattern being used than the effect itself. I might have some time to mess with it this weekend but I doubt I'd be able to port this to ReShade, if its even possible.
The administrator has disabled public write access.

So this is a thing 11 months 4 days ago #3

I don't think SGSSAA's possible to make in ReShade. It only has access to a color buffer image and single B&W depth image within a given frame.
It's the same reason things like MSAA and AF can only be activated via driver as well.
Last Edit: 11 months 4 days ago by FierySwordswoman.
The administrator has disabled public write access.

So this is a thing 11 months 3 days ago #4

  • Marty McFly
  • Marty McFly's Avatar
  • Offline
  • We've tried nothing and we're all out of ideas!
  • Posts: 938
  • Thank you received: 943
The AA used there can only be used because the original shape there is drawn procedurally. So for the AA methods he just generates the shapes at an offset. Which is basically the same as having the image available in a higher res. Vector graphic->antialiased pixel graphic is different from pixel graphic->antialiased pixel graphic.
I can SGSSAA anything artificially rendered on ReShade, just not any texture such as color or depth buffer.

Accept it, SMAA is still the best you can get with only color as info. There are offline AA renderers but they need much time for a single image, just like a heavy photoshop filter.
Last Edit: 11 months 3 days ago by Marty McFly.
The administrator has disabled public write access.

So this is a thing 11 months 2 days ago #5

  • Kleio420
  • Kleio420's Avatar
  • Offline
  • Posts: 232
  • Thank you received: 29
Martigen wrote:
SHADER GODS, APPARENTLY THIS MAKES THINGS LOOK BETTER.

From Timothy Lottes, creater or FXAA:

timothylottes.github.io/20170315.html
www.shadertoy.com/view/XsfyWS

Something to do with SGSSAA, which I thought was driver-based. Can this be done in a shader?

Anyway, HAVE AT IT!
pretty sure this was part of a conference he did a few years back talking about temporal noise reduction it was almost 2hrs long didn't watch the entire thing some of the same stuff in that he talked about as examples for game devs to start thinking about.
The administrator has disabled public write access.