Welcome, Guest.
Username: Password: Remember me

TOPIC: Ingame AntiAliasing with the new ReShade framework

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #1

  • Thaerryn
  • Thaerryn's Avatar
  • Offline
  • Posts: 12
  • Thank you received: 3
Hello Crosire, Lucifer and McFly

I know you are busy implementing the new single tool with all the shaders inside, That is a GREAT project ! Sorry if I repeat this over and over ;)

But let's think at the way "normal gamers" use your tool: I'm convinced that many of us integrates it with the game. I mean most of us use some/many shaders to achieve the look and feel they want.
What has this to do with AA ?
There are cases where the SMAA in reshade is not strong enough to correct artifacts.
These are other cases, where the PC HW can be strong enough to use both ingame AA and your shaders.

So my suggestion, what I'd like to have, is the possibility to Choose which AA i prefer.
Or, looking from the other way, I'd really like ReShade not to oblige me to disable ingame AA

I perfectly understand this is needed for some shader (DOF, AO etc) but it would be great to let the user decide which way to go.

my proposal:
Option 1) I choose to have in game AA enabled --> ok only some ReShade shaders will work (typically hues, color, light, sharpen etc)
Option 2) I choose to disable in game AA --> ALL ReShade shaders will work (SMAA, DOF, AO etc )

Is this possible ?
old SweetFx 1.4 was not conflicting with ingame AA for me. I was able to use them in parallel

Can we achieve this with Reshade ?

THANKS for your time reading this "long" suggestion/request

best regards

THAERRYN
Last Edit: 1 year 9 months ago by Thaerryn.
The administrator has disabled public write access.

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #2

  • crosire
  • crosire's Avatar
  • Offline
  • Posts: 2451
  • Thank you received: 1390
This is already possible =). You can safely enable ingame AA, ReShade works regardless. The only limitation is that when you enable ingame MSAA, effects using the depthbuffer will no longer work (DOF, SSAO, etc.). It's perfectly fine to stack ingame AA with one of the post AA shaders (SMAA, FXAA) as well.
Cheers, crosire =)
The administrator has disabled public write access.

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #3

  • Thaerryn
  • Thaerryn's Avatar
  • Offline
  • Posts: 12
  • Thank you received: 3
ok thx Crosire -
it looks like Im a bit dumb then

but then is not clear to me why in Dragon Age Origins, if I have AA on and ReShade (0.13.2)+ME, I got a completely corrupted screen
and no, I'm not using any depth buffer related shader....

Am I doing something wrong ?
Last Edit: 1 year 9 months ago by Thaerryn.
The administrator has disabled public write access.

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #4

  • crosire
  • crosire's Avatar
  • Offline
  • Posts: 2451
  • Thank you received: 1390
What sort of AA?
And note, I'm soly talking about ingame configurable AA here, any driver forced AA is usually incompatible and I don't see a way to fix that, because the driver then uses various hacks which corrupt the injector.
Cheers, crosire =)
The administrator has disabled public write access.

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #5

  • Thaerryn
  • Thaerryn's Avatar
  • Offline
  • Posts: 12
  • Thank you received: 3
Crosire
you are right once again ;-)

talking about Dragon Age Origins:
1) with AA ingame activated 8x --> no problem in using ReShade + SweetFx
2) with AA 8x forced via inspector --> game is corrupted and not playable

I still have one tech question though: how is possible that old SweetFx (up to 1.5) allowed me to use the Nvidia inspector AA Forced AND the shaders together, while "ReShade 0.14+SweetFX 2.0" do not allow this ?

More important: ReShade doesn't allow the use of forced AA for now (beta 0.14) or it wont be able to do it "for ever and ever" ?

Thanks

Thae
Last Edit: 1 year 9 months ago by Thaerryn.
The administrator has disabled public write access.

Ingame AntiAliasing with the new ReShade framework 1 year 9 months ago #6

  • crosire
  • crosire's Avatar
  • Offline
  • Posts: 2451
  • Thank you received: 1390
ReShade does a few things to be compatible with ingame MSAA (redirects the backbuffer and such). InjectSMAA (old SweetFX injector) didn't do this, which made it incompatible to most ingame AA methods.
These changes are incompatible with driverside AA however, so it's a question of if ReShade should support ingame AA methods or driver AA methods and I personally think the former is the better choice =). Doesn't mean I won't find a way to make them both possible in the future, but that's the status as of now.
Cheers, crosire =)
The administrator has disabled public write access.