Hey there! I've got a few questions: - Why DLAA got replaced with FXAA so soon? The latter's default settings leave some jaggies while DLAA covers them nicely. Frametime cost? (4,9ms vs 1,3ms) - Will DLAA be updated as a legacy option? Or do I have to scrounge thru GitHub repo history to get it? - Is Relative Threshold's High preset comparable to vanilla/CeeJay FXAA's Darkness Threshold being set to 0.0? - Is it possible to use CShade's frameblending feature to add some temporal frame composing to minimize subpixel shimmer in motion? - Would it be possible to implement granular settings like vanilla/CeeJay FXAA has? I'd be more than happy to see ur reply, coz I'm using an Intel iGPU and driver-level CMAA doesn't work on anything, unlike ReShade and optimized AA solutions like Marty's SMAA or Grebord's FAAA :)
Good evening! First thank you for trying out the shaders and the feedback - DLAA got replaced by FXAA as CShade's primary antialiasing shader due to DLAA's limitations. For optimal performance, DLAA requires to "prefilter" the image by writing the edge detection on the alpha channel. While this is "free" on ReShade without consuming more memory, it limits CShade's blending abilities. CShade now allows users to blend shaders upon each other. For DLAA, I would have to compromise the alpha channel at the prefilter pass if I do not want to increase memory+CPU usage - You do not need to scourge through GitHub, BlueSkyDefender has a modified DLAA shader in AstrayFX (DLAA_Plus.fx). BSD gave me some guidance on how to better the DLAA shader - Relative Threshold's "High" preset is comparable to Timothy Lotte's FXAA 3.11 set to 0.0625, not CeeJay's port - I do not know at the moment. DLAA and FXAA are part of my endeavor to learning about how implement AA - Yes, it's possible. However, I want the shader to be as close to default FXAA 3.11. A lot of vanilla's FXAA preprocessor options do not work
Do you think we'll ever get BF2 RTX support via ENB/Reshared like we did with GTA/STALKER and some other games? Also, what about Nvidia Remix? Can it even be used?
I've seen rtx remix via vanilla bf2, and it looks really weird, carpets are plastic-ish, soil is ridiculously shiny, and everything is just too reflective. Also, what do you mean by RTX via ENB? As far as i'm concerned, RTX in GTA SA was only possible with renderhook, which is a mod that almost completely changes the engine's lightning, unless you meant SSRTX.
@@guilhermefernandessousa9514Isn't that because with RTX remix you have to go hand adjust a lot of the assets to react properly? Otherwise you get things like the Max Payne RTX remix making dirty subways look shiny and clean.
Hey there! I've got a few questions:
- Why DLAA got replaced with FXAA so soon? The latter's default settings leave some jaggies while DLAA covers them nicely. Frametime cost? (4,9ms vs 1,3ms)
- Will DLAA be updated as a legacy option? Or do I have to scrounge thru GitHub repo history to get it?
- Is Relative Threshold's High preset comparable to vanilla/CeeJay FXAA's Darkness Threshold being set to 0.0?
- Is it possible to use CShade's frameblending feature to add some temporal frame composing to minimize subpixel shimmer in motion?
- Would it be possible to implement granular settings like vanilla/CeeJay FXAA has?
I'd be more than happy to see ur reply, coz I'm using an Intel iGPU and driver-level CMAA doesn't work on anything, unlike ReShade and optimized AA solutions like Marty's SMAA or Grebord's FAAA :)
Good evening! First thank you for trying out the shaders and the feedback
- DLAA got replaced by FXAA as CShade's primary antialiasing shader due to DLAA's limitations. For optimal performance, DLAA requires to "prefilter" the image by writing the edge detection on the alpha channel. While this is "free" on ReShade without consuming more memory, it limits CShade's blending abilities. CShade now allows users to blend shaders upon each other. For DLAA, I would have to compromise the alpha channel at the prefilter pass if I do not want to increase memory+CPU usage
- You do not need to scourge through GitHub, BlueSkyDefender has a modified DLAA shader in AstrayFX (DLAA_Plus.fx). BSD gave me some guidance on how to better the DLAA shader
- Relative Threshold's "High" preset is comparable to Timothy Lotte's FXAA 3.11 set to 0.0625, not CeeJay's port
- I do not know at the moment. DLAA and FXAA are part of my endeavor to learning about how implement AA
- Yes, it's possible. However, I want the shader to be as close to default FXAA 3.11. A lot of vanilla's FXAA preprocessor options do not work
Do you think we'll ever get BF2 RTX support via ENB/Reshared like we did with GTA/STALKER and some other games? Also, what about Nvidia Remix? Can it even be used?
I've seen rtx remix via vanilla bf2, and it looks really weird, carpets are plastic-ish, soil is ridiculously shiny, and everything is just too reflective. Also, what do you mean by RTX via ENB? As far as i'm concerned, RTX in GTA SA was only possible with renderhook, which is a mod that almost completely changes the engine's lightning, unless you meant SSRTX.
@@guilhermefernandessousa9514Isn't that because with RTX remix you have to go hand adjust a lot of the assets to react properly? Otherwise you get things like the Max Payne RTX remix making dirty subways look shiny and clean.
@@guilhermefernandessousa9514 it seems like the materials werent set up properly