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So FXAA is basically full-screen smoothing, right? Which parameters in shader.fx should I tweak in order to increase the level of smoothing?
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This looks like a PSNR calculation result. How should it (virtualy) look like?
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11-30-2012, 05:35 AM
(This post was last modified: 06-26-2013, 07:00 PM by Asmodean.)
I've got problem no. 1 fixed, Compiles on both Dx9, and DX 11 now, still can't fix the problem in the screens though.
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11-30-2012, 12:50 PM
(This post was last modified: 11-30-2012, 12:51 PM by KrossX.)
In the first one, on Output you calculated the ao float and set it as color output. That's a scalar, as color output... it would indeed be a grayscale image. You should sample a color without modifications then multiply it with the ao factor.
But, I don't think the current implementation lets you use anything that you're trying to use (not using effects, but just compiling ps_main and that's it). I think that's why it ends up as noise. I never checked what's available by the time this shader is compiled though, to see if there's depth information and stuff.
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11-30-2012, 06:45 PM
(This post was last modified: 03-26-2013, 12:20 AM by Asmodean.)
Thanks for having a look,
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12-01-2012, 11:48 PM
(This post was last modified: 07-06-2013, 02:50 PM by Asmodean.)
I've optimized the FXAA shader used by GSDX a bit (the default fxaa used when there is no external shader.fx file loaded), removed a lot of redundant/unused code, which was only for consoles, and glsl. Less statement laddering, checks etc, removes useless processing.
This version also has a conditional pass implemented to ensure that the shader is using the best SM for your gpu.
I've also increased it's quality to the highest. So you're basically now getting a higher quality fxaa, with less impact on performance than the currently used version.
removed. outdated.