qUINT

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1 year 11 months ago #101 by Marty McFly
Quite obviously, yes. Otherwise I wouldn't recommend it or I'd specify own values.
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1 year 11 months ago #102 by Chavolatra
i think more better inverter depth buffer directly in MXAO instead of using an option in the reshade gui

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1 year 11 months ago #103 by Marty McFly
It is directly. How about you check the files how everything works?

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1 year 11 months ago - 1 year 11 months ago #104 by jminternelia
You must not have your facebook, or i would have gotten this asap. Glad to see it!

Edit: Great job Marty. Nice to finally see Lightroom come into official existence!

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1 year 11 months ago #105 by Chavolatra
ok,I will read.

about bloom, how to implement depth buffer? I wanted to use background only as an option

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1 year 11 months ago #106 by F D B
I asked this a couple of pages back but since I got no answer I would like to ask again:
Is there any chance Lightroom could automatically save the LUTs to a folder with the same name of the preset?.
Thanks.
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1 year 11 months ago #107 by Daodan

F D B wrote: I asked this a couple of pages back but since I got no answer I would like to ask again:
Is there any chance Lightroom could automatically save the LUTs to a folder with the same name of the preset?.
Thanks.


Lightroom is a shader. And shaders are not able to save data on the disk. As of now the only option you have is to take a screenshot and crop out the LUT manually. If you haven't done it already and think it would be a useful feature you could suggest (in Application -> Suggestions) the support of saving a pre-cropped screenshots within ReShade.

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1 year 11 months ago - 1 year 11 months ago #108 by AssassinsDecree

Marty McFly wrote: @AssassinsDecree: download again, I fixed it.

@Crystrex: well, some of your depth options (RESHADE_DEPTH_INPUT_IS_REVERSED etc) are off, because that's not at all how SSAO should look like. Try adding RESHADE_DEPTH_INPUT_IS_REVERSED=1 or =0 to your preprocessor section in the UI and reload shaders. If you want to investigate further, use the DisplayDepth shader and check if it shows a transition from black(near) to white(far) and NOT vice versa.


Indeed, many thanks Marty, works like a charm again.

Btw, the changes to the bloom shader are freaking great! It's a really cool shader, used it to make the so-called firery rainstorm in No Man's Sky Next actually look like the air will singe your skin right off the bone. The only effects I have enabled that are impacting the lighting or coloring are Lightroom and your new qUINT Bloom shader. You're just great.






edit: Oh yea, using a soft implementation of your ADOF shader too.

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1 year 11 months ago - 1 year 11 months ago #109 by Marty McFly
Wow, No Man's Sky looks really good! I'm contemplating for a while now if I should get it or not, suppose the NEXT update did a lot of good?

Updated MXAO:
Improved size scale option by a lot. The following picture shows 8 samples with size scale 0.5 (meaning MXAO computed in half resolution) before and after. Before is obviously beyond fucked, after looks close to full resolution result. Performance gain of using a smaller size scale is a LOT, "Medium" with size scale 1.0 runs with 1.05ms, size scale 0.5 runs with 0.75ms. Consider that this is with IL, so it's not comparable to performance of SSAO without any SSIL structure (it has a static overhead). And I had smooth normals enabled there.



File Attachment:


Courtesy of user matsilagi who provided me with a testing environment with depth access for ReShade, so I can test my shaders on standardized scenes like Sponza.

EDIT: Updated MXAO again.
Rewrote the spatial filter, it now both looks better and is about 50% faster.
0.3ms for filter -> 0.2ms.
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1 year 11 months ago #110 by Martigen

Marty McFly wrote: Wow, No Man's Sky looks really good! I'm contemplating for a while now if I should get it or not, suppose the NEXT update did a lot of good?

Yes, it's awesome :)

Updated MXAO:
Improved size scale option by a lot. The following picture shows 8 samples with size scale 0.5 (meaning MXAO computed in half resolution) before and after. Before is obviously beyond fucked, after looks close to full resolution result. Performance gain of using a smaller size scale is a LOT, "Medium" with size scale 1.0 runs with 1.05ms, size scale 0.5 runs with 0.75ms. Consider that this is with IL, so it's not comparable to performance of SSAO without any SSIL structure (it has a static overhead). And I had smooth normals enabled there.

You rock Marty!

Thank you :)

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1 year 11 months ago #111 by Marty McFly
qUINT gets a new addition in the near future: Screen-space Reflections! It's a better alternative for the RBM shader which I won't be reworking.

File Attachment:

File Attachment:
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1 year 11 months ago #112 by hunt1hunt
Yes, it's awesome !!!

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1 year 11 months ago - 1 year 11 months ago #113 by lowenz
Can you rename the techniques so there's no overlap with "default" shader suite ones? ("MXAO Next" or something like that)

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1 year 11 months ago #114 by Chavolatra

Marty McFly wrote: qUINT gets a new addition in the near future: Screen-space Reflections! It's a better alternative for the RBM shader which I won't be reworking.


File Attachment:




Do you have any forecast to launch?

I'm crazy to test in black ops 2

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1 year 11 months ago - 1 year 11 months ago #115 by AssassinsDecree

Marty McFly wrote: Wow, No Man's Sky looks really good! I'm contemplating for a while now if I should get it or not, suppose the NEXT update did a lot of good?


I like it. As someone that doesn't really play games anymore and for real and just spend all my waking time modding (mostly creating reshade presets then immediately quitting a game forever after I'm done reshading it), I find the game is perfect for how my play games now... to just look at the pretty visuals. There's some really fantastic mods for NMS Next and the modding community is the strongest i've seen outside of Bethesda games and the Witcher 3, actually.

And the screen-space-reflections look stupidly good! Can't wait. I'm going to abuse it so much. I'll make the grass reflective, lol.

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1 year 11 months ago - 1 year 11 months ago #116 by hunt1hunt

https://scontent-cdt1-1.xx.fbcdn.net/v/t1.0-9/32267390_102445930634644_6170016620044353536_n.jpg?_nc_cat=0&oh=d4e02fb68a45536112f1b4aa780062ff&oe=5C2B2303

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1 year 11 months ago #117 by Marty McFly
Pictures of reflections. Do you want to tell me something with this?

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1 year 11 months ago - 1 year 11 months ago #118 by hunt1hunt
Marty McFly:thank you for your shader !Screen-space Reflections is a Dream !Can't wait.Do you have any forecast to launch? I'm going to abuse it so much.I'm crazy to test in c&c zerohour, I'll make everything reflective, aha!

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1 year 11 months ago #119 by moriz1
is there a way to increase the strength of the "smooth normals" option in MXAO?

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1 year 11 months ago #120 by Chavolatra
will it have any depth buffer in the reflections?


I want to make my reflective armor in skyrim haha

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