[SOLVED] STALKER CoP - Misplaced my glasses.
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But, upon installation, it looks like this; i.imgur.com/Zq3Sjtj.png
I have no clue what to do to fix it. I followed the install instructions bit by bit.
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- crosire
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crosire wrote: Disable NVIDIA Inspector's SGSSAA. The two don't like each other very much.
Not sure how to do that. I just have NVIDIA control panel. I downloaded Nvidia Inspector, but I have no clue how to turn that off for Stalker CoP.
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- crosire
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crosire wrote: I was assuming you forced SGSSAA through it already, since that is the most common reason for the blurring you are experiencing. Did you force any sort of AA through the driver control panel?
I've turned off any sort of forced AA in Control Panel and Inspector
I think it's the preset that is fucked. I downloaded:
reshade.me/forum/shader-discussion/205-p...atic-tonemapped-look
And it worked fine.
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- crosire
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crosire wrote: That's good news then
Not entirely. It does not have the effects of the previous ReShade. Since I have no clue how to edit the file, it looks completely different.
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- crosire
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crosire wrote: Which "previous" ReShade? ReShade itself doesn't have any effects. So you are either talking about SweetFX or MasterEffect here?
Just to put it into a smaller term since the file is huge:
//CHOOSE EFFECTS
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
#define USE_RAYMARCH_AO 1 //[0 or 1] Raymarched AO: Another AO approach, non-physically correct but realistic shading algorithm. Noisy.
#define USE_CHAPMAN_LENS 1 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
#define USE_FXAA 1 //[0 or 1] FXAA: Detects aliased/jagged edges and slightly blurs them, using the FXAA technique.
#define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only..
Compared to:
//global vars
#define ScreenSize float4(BUFFER_WIDTH, BUFFER_RCP_WIDTH, float(BUFFER_WIDTH) / float(BUFFER_HEIGHT), float(BUFFER_HEIGHT) / float(BUFFER_WIDTH)) //x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
#define PixelSize float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define PI 3.1415972
#define PIOVER180 0.017453292
#define AUTHOR MartyMcFly
#define LumCoeff float3(0.212656, 0.715158, 0.072186)
#define zFarPlane 1
#define zNearPlane 0.001 //I know, weird values but ReShade's depthbuffer is ... odd
uniform float4 Timer < string source = "framecount";>;
I have no clue what I am looking at with the second one. The first one was a lot more straight forward. The second one just boggles my mind. The first one however, was the one that didn't work...
I tried implementing one that worked with Dead Space to CoP.. But the compile failed.
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- crosire
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crosire wrote: The MasterEffect configuration moved into "MasterEffect.h" in one of the recent updates.
I have no clue how to edit anything in them. Sad because there aren't many presets for CoP, except that one I found, and it's fucked.
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- crosire
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