[SOLVED] Google Earth - Problem with the ambient occlusion

  • TheSigui
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6 years 10 months ago #1 by TheSigui Google Earth - Problem with the ambient occlusion was created by TheSigui
Hi,
I've tried reshade on pretty much everything i have, and it always brings a significant improvement. Thanks for making even 1998 games look good. :)

Now, i've installed ReShade 2.0 on Google Earth Pro 2015 (The menu of 3.0 was simply impossible to use with it). So far, it improved by far the graphical realism :
i.imgur.com/bFPXETH.jpg

I'm trying many different settings to fit the best with my tastes for Google Earth, and the last one i tried was Martymcfly's ambient occlusion. However, when i activate it, something... interesting happens :
i.imgur.com/6fNuL8R.jpg
i.imgur.com/NaPYQSV.jpg

The effect seems to be vertically flipped. Is there any way to correct this ? Maybe change a line in the configuration file ? Or is more complex than that ?

Thanks,
Sigui

Here's how my ambient occlusion looks like in the config file :
////--------------------//
///**AMBIENTOCCLUSION**///
//--------------------////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically 

incorrect shading that most newer gen games use. Multiple algorithms available.

//>Global Parameters<\\
#define AO_METHOD 2 //[1:6] //-No description given
#define AO_TEXSCALE 1.00 //[0.25:1.00] //-Scale of AO resolution, 1.0 means 

fullscreen. Lower resolution means less pixels to process and more performance but 

also less quality.
#define AO_SHARPNESS 0.70 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : 

edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but 

produces some black outlines.
#define AO_BLUR_STEPS 11 //[5:15] //-Offset count for AO smoothening. Higher means 

more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to 

fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.60 //[0.00:1.00] //-Distance from camera where AO fades out 

completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-

//>SSAO Settings<\\
#define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or 

shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range 

values might need more samples so raise both.
#define fSSAODarkeningAmount 1.5 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 1.0 //[0.0:5.0] //-Amount of SSAO edge brightening

//>Raymarch AO Settings<\\
#define iRayAOSamples 24 //[10:78] //-Amount of sample "rays" Higher means more 

accurate AO but also less performance.
#define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling. 

Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude 

close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference 

cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.

//>HBAO Settings<\\
#define iHBAOSamples 9 //[7:36] //-Amount of samples. Higher means more accurate AO 

but also less performance.
#define fHBAOSamplingRange 2.6 //[0.5:5.0] //-Range of HBAO sampling. Higher values 

ignore small geometry details and shadow more globally.
#define fHBAOAmount 3.0 //[1.0:10.0] //-Amount of HBAO shadowing.
#define fHBAOClamp 0.1 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 

means no HBAO.
#define fHBAOAttenuation 0.020 //[0.001:0.200] //-Affects the HBAO range, prevents 

shadowing of very far objects which are close in screen space.

//>SSGI Settings<\\
#define iSSGISamples 9 //[5:24] //-Amount of SSGI sampling iterations, higher means 

better GI but less performance.
#define fSSGISamplingRange 0.4 //[0.0:80.0] //-Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination 

(color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
#define fSSGIModelThickness 10.0 //[0.5:100.0] //-Amount of unit spaces the 

algorithm assumes the model's thickness. Lower if scene only contains small 

objects.
#define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.

//>RAYMARCH HBAO Settings<\\
#define iRayHBAO_StepCount 9 //[5:32] //-Amount of steps to march per direction to 

check for occluders.
#define iRayHBAO_StepDirections 10 //[5:25] //-Amount of rays / directions to march 

to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher 

values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4:5.0] //-Sampling attenuation. Used for 

ignoring objects that are close onscreen but actually far away (i.e. sky and 

player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0:1.0] //-Angle bias in tangent space. Used 

for ignoring occluders that don't have a big angle difference to the source, i.e. 

flat surfaces that may shadoe themselves.

//>SAO Settings<\\
#define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity. 
#define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. 

Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also 

lower AO intensity extremely because of Alchemy's extremely retarded falloff 

formula.
#define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO 

consideration. Useful to prevent self-occlusion of flat surfaces caused by floating 

point inaccuracies.
#define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined 

by formula.

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  • crosire
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6 years 10 months ago - 6 years 10 months ago #2 by crosire Replied by crosire on topic Google Earth - Problem with the ambient occlusion
In ReShade 3.0 set "RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN" to "1" in the preprocessor defines section on the settings tab. As for ReShade 2.0 I have no idea anymore.
Last edit: 6 years 10 months ago by crosire.
The following user(s) said Thank You: TheSigui

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  • FierySwordswoman
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6 years 10 months ago - 6 years 10 months ago #3 by FierySwordswoman Replied by FierySwordswoman on topic Google Earth - Problem with the ambient occlusion

TheSigui wrote: Now, i've installed ReShade 2.0 on Google Earth Pro 2015...


.......why....
Last edit: 6 years 10 months ago by FierySwordswoman.

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  • TheSigui
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6 years 10 months ago #4 by TheSigui Replied by TheSigui on topic Google Earth - Problem with the ambient occlusion
I like fancy post-processing, even on Google Earth, lol.
As i said, "The menu of 3.0 was simply impossible to use with it". The mouse cursor would always disappear (and turn into a grabbing hand) and it would be impossible to click on something more than one time.
Also, i'm not experienced at all with Reshade ; i discovered it very recently and i'm trying stuff. Maybe the issue with Reshade 3.0 can be overcome though.
Cheers.

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  • TheSigui
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6 years 10 months ago #5 by TheSigui Replied by TheSigui on topic Google Earth - Problem with the ambient occlusion
Update :
My problem is solved. I just opened GLOBAL.cfg in Reshade/Profiles/Default and found the line you told me.
Thank you, Crosire :)

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