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TOPIC: Reshade worsens my Anti Aliasing effects

Reshade worsens my Anti Aliasing effects 1 year 5 months ago #1

Hi all,

I've got the following problem:

I'm using reshade with my Microsoft flight Simulator X. I've got an i7 4790K CPU @stock speed and a PNY GTX960.

Whenever I'm using just my Nvidia Inspector to set my anti aliasing settings in game, the anti-aliasing looks a lot better with just Nvidia than with reshade enabled.

For Nvidia Inspector I use 8x SQ (2x multisampling+2x Super sampling) and with just Nvidia Inspector all the lines look perfectly fine.

Then whenever I install reshade, my anti aliasing settings actually worsen and the lines look a lot more jagged. Turning off SMAA altogether doesn't help either.

Would anyone please be able to help me improve the anti aliasing with reshade enabled? Preferably I would just like to use the Nvidia Inspector settings without reshade meddling with the AA settings (though turning off SMAA doesn't help at all), or I would prefer the SMAA in reshade to be set in such a way, I will be similar or better than the 8xSQ I use with Nvidia Inspector.

My SMAA settings:
#define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold.
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate)
#define SMAA_DIRECTX9_LINEAR_BLEND 0

Would anyone please be able to help?

P.S. using the SweetFX 1.5 template for now, since SweetFX 2.0 default template seems to crash my FSX instantly.
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Reshade worsens my Anti Aliasing effects 1 year 5 months ago #2

nobody a clue how to improve the AA with the SMAA in reshade?
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Reshade worsens my Anti Aliasing effects 1 year 5 months ago #3

Try this

#define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold.
#define SMAA_MAX_SEARCH_STEPS 96 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 20 //[0 to 100] Determines the percent of antialiasing to apply to corners.
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Reshade worsens my Anti Aliasing effects 1 year 5 months ago #4

will give a try, thanks!
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Reshade worsens my Anti Aliasing effects 1 year 5 months ago #5

I'm afraid this doesn't appear to be working either. Whatever SMAA setting I use, it still makes my AA worse. Even disabling SMAA doesn't achieve anything. Any other ideas perhaps?

This is the file I use:
   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game:Microsoft Flight SImulator X
Author:Fay "Twitchy" Cheung
SweetFX version: 1.5.1
Description:This config is set in mind for FSX with ENB, as ENB is able to use palettes flexibly and perform tinting or colour correction. This config still works quite nicely without ENB installed.If you are operating on a 900+ monitor (which you probably are), you may want to tone down the sharpening to 0.8 depending on your dpi. Sharpening should also be lowered if ENB is not in use. Vignette should have a ratio of 1.20, radius to 0.80, amount to -1.60 and slope to 6.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.

Hope you enjoy my mod.
 - CeeJay.dk

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS        0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      1 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD             0.10  //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS        16  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG    6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING          0  //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION          1  //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND    0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                         //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.400  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold        0.250  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin     0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 0.95  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.80  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.80   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.125  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]

#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Monochrome settings                    /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       1.000  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure    0.000  //[-1.000 to 1.000] Adjust exposure

#define Saturation  0.000  //[-1.000 to 1.000] Adjust saturation

#define Bleach      0.000  //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog       0.000  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance     0.15  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   1.33  //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius  1.20  //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.90  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      8  //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode   1  //[1|2|3|4|5|6]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect
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Reshade worsens my Anti Aliasing effects 1 year 4 months ago #6

This may be a bit late for you (since you last posted nearly 3 weeks ago), but I hope it helps you or someone else anyway...

I believe your problem isn't the SMAA at all, but rather the LumaSharpen. The issue really is basically this: SSAA and MSAA work on the scene geometry, and in most cases are the best, or among the best AA options if your system has the power to use them. SweetFX, however, is purely post-process, and works against the image that is output from the game engine renderer. This means that LumaSharpen is applied after your AA systems. Additionally, in SweetFX LumaSharpen even processes after or concurrent with SMAA.

Since LumaSharpen is designed to detect distinctions and enhance them, it naturally enhances aliasing artifacts. And with powerful settings, it can detect such artifacts even through antialiasing processing. This means that LumaSharpen can re-enhance aliasing artifacts and make them more apparent. Since this takes place after antialiasing systems, it effectively undoes some of the antialiasing.

I suggest you try disabling LumaSharpen and SMAA both, and see what the result is for antialiasing. Then re-enable SMAA and see what the result is. Then re-enable LumaSharpen and check the result a third time. I'm willing to bet that you will only find the aliasing artifacts enhanced with SweetFX when LumaSharpen is enabled.

As for SMAA settings, generally lower thresholds are better, higher steps are better, and lower corner rounding is better. So I would try settings of 0.05, 98, 16, and 0 respectively.

If you just can't live without LumaSharpen, you may need to make compromises between AA quality vs. sharpening strength. You can reduce the effects of sharpening by changing the LumaSharpen settings. Strength obviously increases the strength of the sharpening effect. I believe clamp at higher values also allows a stronger sharpening effect, but I haven't played with it too much. I haven't messed around at all with the pattern or offset bias, so I'm not sure what changes there would affect.

I suggest experimenting a bit. As with any experiment, you should always limit variables as much as possible, so I would disable all other SweetFX shaders while you're trying to figure things out, or, at the very minimum, do not change them around. You should change only one setting at a time, and start with extreme changes (such as changing SMAA threshold from 0.05 up to 0.2, of changing LumaSharpen strength from 3.0 down to 0.1, etc.). Once you better understand what each effect and setting actually does to the visual image, you can then work toward the settings that will work best for you.

Good Luck,
Drake Phoenix
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #7

  • Meep
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I hope it's not looked down on too much to bump old threads, but I think I'm having the same problem.

I set up a ReShade config in the Mediator using SweetFX + a few from CustomFX. When I go to toggle it on/off I notice suddenly things are blurred and aliased.

I removed all the effects one by one and then added single effects. No matter what I removed the same thing happened, noticeable in 4K and in native. Here's what it looks like when just SMAA is added:


And the same thing happens when any effect is added, like only vibrance:


Does anyone know what it could be?

Thanks.

PS: the game is Enslaved.
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #8

  • roxahris
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How are you applying the antialiasing? I've noticed a similar problem with Phantasy Star Online and a few other games. My conjecture so far is that, if you're using an antialiasing compatibility flag to force on antialiasing (which I think you have to do for Enslaved), enabling ReShade adds on additional passes which confuse the driver's heuristics that determine what to apply antialiasing on. (This might be fixable with a different AA flag... but finding that would be a pain.)
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #9

  • Meep
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I originally was using some fixes from this thread for the MonkeyEngine.ini file. I reverted that back to default and made sure I had no profile set up in Inspector, everything to default and ReShade is still affecting the game like this...
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #10

  • Meep
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I reverted to only using SweetFX and it's okay. SMAA, Vibrance, anything applied works, but I wonder why ReShade being hooked in was so different. I would have liked to use the other tweaks I had.
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #11

  • Quentin-Tarantino
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Meep wrote:
I hope it's not looked down on too much to bump old threads, but I think I'm having the same problem.

I set up a ReShade config in the Mediator using SweetFX + a few from CustomFX. When I go to toggle it on/off I notice suddenly things are blurred and aliased.

I removed all the effects one by one and then added single effects. No matter what I removed the same thing happened, noticeable in 4K and in native. Here's what it looks like when just SMAA is added:


And the same thing happens when any effect is added, like only vibrance:


Does anyone know what it could be?

Thanks.

PS: the game is Enslaved.

Turn off both below in the Common.cfg file in the Reshade folder.

#define RFX_InitialStorage 1 //[0:1] //-Set this to 0 if you !only! use the SweetFX suite and want some additional fps.
#define RFX_DepthBufferCalc 1 //[0:1] //-Set this to 0 if run an application that does not allow depth buffer access or you use no depth dependent effects and want some additional fps.
Last Edit: 1 year 2 months ago by Quentin-Tarantino.
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #12

  • Meep
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Quentin-Tarantino wrote:
Turn off both below in the Common.cfg file in the Reshade folder.

#define RFX_InitialStorage 1 //[0:1] //-Set this to 0 if you !only! use the SweetFX suite and want some additional fps.
#define RFX_DepthBufferCalc 1 //[0:1] //-Set this to 0 if run an application that does not allow depth buffer access or you use no depth dependent effects and want some additional fps.

Did not change the aliasing issue but thanks.
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Reshade worsens my Anti Aliasing effects 1 year 2 months ago #13

  • crosire
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Make sure you do not force any sort of antialiasing through your graphics card driver settings. This is usually what causes this extreme blurring.
Cheers, crosire =)
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