3.1
- thalixte
- soetdjur
Kind regards!
- Marty McFly
OtisInf wrote: he AO in ENB is so terribly slow that it can't be he does something efficient)
His AO is much, much more advanced than regular AO. Check his indev Fallout 4 screenshots, his color bleeding almost looks as if he used some voxel based stuff.
imgur.com/y0AuMiG
imgur.com/Nx4dPs3
MXAO could never reproduce that spot in the center.
- OtisInf
Hmm, indeed. I didn't realize that it did more than regular AO!Marty McFly wrote:
OtisInf wrote: he AO in ENB is so terribly slow that it can't be he does something efficient)
His AO is much, much more advanced than regular AO. Check his indev Fallout 4 screenshots, his color bleeding almost looks as if he used some voxel based stuff.
imgur.com/y0AuMiG
imgur.com/Nx4dPs3
MXAO could never reproduce that spot in the center.
Tried the new Ansel stuff in TW3, great stuff, also DoF with superres. Recognized the DoF is likely yours, Marty? Only downside is that ansel thinks it must translate things to the language set for regional settings () in windows, so I get all these fancy dutch translations of the DoF parameters haha . Crosire: if NVidia wants to use emphasize or adaptive fog, they may.
- Marty McFly
- crosire
- Topic Author
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.
- lowenz
- piltrafus
I know this issue has come up a few times and I trust Reshade 100%. However the update you just posted was flagged as a Trojan by Microsoft Security Essentials. So basically windows is complaining about it. Just to let you know.
Also and WAY MORE IMPORTANT, it's been a year since you released the source code for Reshade for the world to enjoy it. It was a truly a generous gesture to give away so many hours of work to other people for free. I have personally learned a lot from it. I love realtime graphics and reshade has seemed like a step into the future. I guess NVIDIA saw it too. They make the future possible with their hardware so I'm glad that they also have the vision to appreciate your work. Probably one of the most creative uses of their technology.
THANKS A LOT. Have a great 2018.
- Marty McFly
crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.
Thanks for the update! Though I don't see the GPU timings anywhere...?
- Jesped
crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
What games would be fixed besides AC:O?
I tried Shadow of War and Project CARS 2 but still can't get depth on those.
- crosire
- Topic Author
Marty McFly wrote: Thanks for the update! Though I don't see the GPU timings anywhere...?
And as noted in the changelog, Direct3D10/11/OpenGL only! No Direct3D9 support.
- lowenz
Please, take a look at these screenshots (PNG / lossless):
NO FXAA
postimg.org/image/nk3idfi97/
FXAA
postimg.org/image/c7qwvh1sr/
FXAA issue or ReShade issue?
- blackdragonbird
- Martigen
THANK YOU CROSIRE!!!!! I love you even more, which I wasn't sure was possible. Apparently it is!crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.
The GPU timings is an excellent addition, thankyou. And:
Fantastic!!!!! Ok, I'm a little bit happy. Just a bitAdded automatic scrolling to variable editor when double clicking a technique
Fixed effect toggle keys not being disabled properly while editing them
EDIT:
@Otisinf -- thankyou so much for your work on the depth buffer detection as well for 3.1.1
And just quickly, I tried it out on Elex (which we raised briefly earlier in this dicussion) and unfortunately it didn't work, though the result is different now --- the screen becomes a solid grey with a solid white band on the right. This was present before too, but it was overlaid over the game image. Now it's solid opaque.
I wonder if it's possible for the Display Depth shader to reveal how many buffers it's looking at to choose from, and then for a preprocessor setting to allow one to manually force which buffer to use? If it's not many, quick trial and error would allow one to work out which one it should focus on.
- OtisInf
No depth shader can't do much here besides show what's in the currently chosen depth buffer. The current heuristics are done based on the # of drawcalls made. It might be in this particular case the # of drawcalls gives a false positive. It also might be the depth buffer in elex is simply always botched and can't be used. I don't have the game so I can't test. Which depth buffers there are is visible during debugging however.Martigen wrote: @Otisinf -- thankyou so much for your work on the depth buffer detection as well for 3.1.1
And just quickly, I tried it out on Elex (which we raised briefly earlier in this dicussion) and unfortunately it didn't work, though the result is different now --- the screen becomes a solid grey with a solid white band on the right. This was present before too, but it was overlaid over the game image. Now it's solid opaque.
I wonder if it's possible for the Display Depth shader to reveal how many buffers it's looking at to choose from, and then for a preprocessor setting to allow one to manually force which buffer to use? If it's not many, quick trial and error would allow one to work out which one it should focus on.
- Martigen
Is there a way to make a shader that reveals and/or cycles through which depth buffers are available? Again possibly for a preprocessor forced setting. Or if nothing else, to aid in future debugging.OtisInf wrote: No depth shader can't do much here besides show what's in the currently chosen depth buffer. The current heuristics are done based on the # of drawcalls made. It might be in this particular case the # of drawcalls gives a false positive. It also might be the depth buffer in elex is simply always botched and can't be used. I don't have the game so I can't test. Which depth buffers there are is visible during debugging however.
- thalixte
- JTLB
- crosire
- Topic Author