SSAO bleeding

  • crosire
  • Topic Author
More
9 years 10 months ago #1 by crosire SSAO bleeding was created by crosire
Welcome!

I have some ideas on how I could implement a generic HUD/Menu detection algorithm in the future, which could be used to avoid rendering effects on it.
Right now I'm more focused on getting rid of the compatibility issues with the games left making trouble though. Hope that's alright =)
The following user(s) said Thank You: SunBroDave, CryZENx

Please Log in or Create an account to join the conversation.

  • Nekrik
More
9 years 10 months ago #2 by Nekrik Replied by Nekrik on topic SSAO bleeding
Crosire, maybe in the future if we could trace the PS and VS shader calls and try to find ourselves the game corresponding HUD PS / VS hashes like in Gedosato . Is this even possible or not ?

Please Log in or Create an account to join the conversation.

  • robgrab
More
9 years 10 months ago - 9 years 10 months ago #3 by robgrab Replied by robgrab on topic SSAO bleeding

crosire wrote: I have some ideas on how I could implement a generic HUD/Menu detection algorithm in the future, which could be used to avoid rendering effects on it.


GeDoSaTo has a method of applying shaders that don't affect the HUD. He wrote an ARTICLE on PC Gamer a while ago about how to do it. I tried it for the remake of Flashback and it worked! Would it be possible for ReShade to use a similar method?
Last edit: 9 years 10 months ago by robgrab.

Please Log in or Create an account to join the conversation.

  • crosire
  • Topic Author
More
9 years 10 months ago - 9 years 10 months ago #4 by crosire Replied by crosire on topic SSAO bleeding

robgrab wrote: GeDoSaTo has a method of applying shaders that don't affect the HUD. He wrote an ARTICLE on PC Gamer a while ago about how to do it. I tried it for the remake of Flashback and it worked! Would it be possible for ReShade to use a similar method?

As I wrote, I'm well aware of how GeDoSaTo does it, but I prefer to create an automatic algorithm, which finds the best place for rendering the post processing effects, without the need to manually find a shader hash for every game.
Last edit: 9 years 10 months ago by crosire.

Please Log in or Create an account to join the conversation.

We use cookies
We use cookies on our website. Some of them are essential for the operation of the forum. You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.