Sunesha Offline Less More Posts: 221 4 years 5 months ago - 4 years 5 months ago 127 by Sunesha Replied by Sunesha on topic Marty McFlys Ambient Obscurance (MXAO) with IL I tried out Hitman Blood Money.Now wheres that github link (I keep forgetting to bookmark it).Is it going to get merged Last edit: 4 years 5 months ago by Martigen.
Reflective Bumpmapping Rbm 3.0 Beta By Marty Mcfly. Offline Less MoreMarty McFly Topic Author Offline Less More Posts: 1221 4 years 5 months ago 122 by Marty McFly Replied by Marty McFly on topic Marty McFlys Ambient Obscurance (MXAO) with IL Yeah, right now all of my AO shaders have a weird bug on 3.0 where they take the color buffer as input instead of the depth buffer,, no clue why. MXAO 1.2 on github works fine but the ported 1.5.7 not. Strangely some other AO of mine also displays this bug. Sunesha Offline Less More Posts: 221 4 years 5 months ago 123 by Sunesha Replied by Sunesha on topic Marty McFlys Ambient Obscurance (MXAO) with IL I will try the new version out, currently playing XCOM2 which MXAO works perfectly with. I managed to get work though it took me long time put in with other effects. Sunesha Offline Less More Posts: 221 4 years 5 months ago 125 by Sunesha Replied by Sunesha on topic Marty McFlys Ambient Obscurance (MXAO) with IL Im not Marty so I can not be 100 sure. But I asked a similar question and from what I understand the skylight technique was a experiment. This was not compatible to the in direct light technique that MXAO uses now. So its not used in the updated version The topic has been locked. Sunesha Offline Less More Posts: 221 4 years 5 months ago - 4 years 5 months ago 126 by Sunesha Replied by Sunesha on topic Marty McFlys Ambient Obscurance (MXAO) with IL Cool, I testing now. Reflective Bumpmapping Rbm 3.0 Beta By Marty Mcfly. Code Test WithI am using this with Reshade 2.03f I replaced the Reshade.fx with new 1.5.7 MXAO code test with 64bit dx11 game XCOM2. First, I am no expert, so if stuff is weird it can be contributed to my lack of knowledge rather then bugs. ![]() So put on debug and found what happening Warning: Spoiler With bMXAOPerPixelNormalsEnable enabled However bMXAOPerPixelNormalsEnable disabled this looks nicer with the text However inside the game I think it worked out well with bMXAOPerPixelNormalsEnable enabled. When usually play this game I have MXAO bind to key that turn off when I am in the HQ part as their is a lot gui and MXAO doesnt add anything. Also there is often trees in the background that looked very pixely(is that word). As the rendering distance is very low in XCOM 2, I use AO FADE Start of 0.11 and fade out.31. Also I dont feel need to bump blursharpness to 2, it works very well just 1 Ok I spent some time get it to look nice in XCOM 2. I just say WOW. I did a very performance settings with IL it only chewed 10fps from me, If remember correctly similar setings with other MXAO was chewing about 15 fps Pictures Warning: Spoiler MXAO Debug MXAO Off: MXAO On: My settings: Warning: Spoiler define fMXAOAmbientOcclusionAmount 1.15 0.0 to 2.0 Linearly increases AO intensity. Heavily depending on game, GTASA: 10 GTA V: 40ish define iMXAOSampleCount 24 16 to 254 Amount of MXAO samples. Higher means more accurate and less noisy AO at the cost of fps. May look ugly when low sample count (16 or less) is used, turn it off then. Can be useful to remove odd behaviour with too high sample radius objects very close to camera. This will improve performance but may introduce some artifacts at distant objects. Best results: IL MipLevel AO MipLevel 2 define bMXAODebugViewEnable 0 0 or 1 Enables raw AOIL output for debugging and tuning purposes.
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