I've played this on 360 back in the day, would love to replay it again (not the best game in the world but also not terrible) on pc but it doesn't seem to be on Steam
You are playing the retail copy or ist it available digitally somewhere else?
Hmm. Yeah they're not very 'friendly' at times and very protective of what they release themselves (but is often made by others). Also odd at times. E.g. I ported Marty's new Advanced DOF to reshade framework, but they didn't want it, as they're busy rewriting things. That's cool but people now can't use that new DOF he wrote. ....It was hard for me, trust me.Nobody wanted to help on Reshade forums so I had to figure it out myself.
Could you point me to the thread? (the forum there doesn't allow me to search it seems).I tried adding depth = -depth; below the linearization code just now and it did something to the DoF but the AO was still inverted (shadowing on the inside of the objects).
Thanks for pointing out that dither method. I was seeing some noise in the "near blur" area of DoF when using low nearblurcurve values in games using log depth. Changed dither_bit = 8.0 to 16.0 and now it's perfect.
Does that thing I did in McFx Util.h make sense? It did fix the AO for me but is there a better way of doing it?
float toReturn=0.0;
#if RFX_LogDepth
toReturn = (exp(depth * log(2f)) - (1f-0.0045*(1f-pow(abs(depth * log(300f)),100))))/0.056f;
#else
toReturn = 1 / ((depth * ((zFarPlane - zNearPlane) / (-zFarPlane * zNearPlane)) + zFarPlane / (zFarPlane * zNearPlane)));
#endif
// inverse
return -toReturn;
Here you go: Polar BearIs that armor a mod? I must have it!!! please anyone who knows!
Here you go: Polar Bear
So that's what it was...I'm such an idiot, thought I was being ignored.Hmm. Yeah they're not very 'friendly' at times and very protective of what they release themselves (but is often made by others). Also odd at times. E.g. I ported Marty's new Advanced DOF to reshade framework, but they didn't want it, as they're busy rewriting things. That's cool but people now can't use that new DOF he wrote. ....
Here.Could you point me to the thread? (the forum there doesn't allow me to search it seems).
Great. Thanks. Looks more civil than what I did.The SSAO.h uses the GetLinearDepth function in McFX\Util.h. To get inversed depth in SSAO, you have to change the contents of that function (so the lines inside {}) to
Code:float toReturn=0.0; #if RFX_LogDepth toReturn = (exp(depth * log(2f)) - (1f-0.0045*(1f-pow(abs(depth * log(300f)),100))))/0.056f; #else toReturn = 1 / ((depth * ((zFarPlane - zNearPlane) / (-zFarPlane * zNearPlane)) + zFarPlane / (zFarPlane * zNearPlane))); #endif // inverse return -toReturn;
Not sure, probably. But wont cost them extra time to stay polite, something they sometimes forget.So that's what it was...I'm such an idiot, thought I was being ignored.
I can understand that. Although they did use a lot of other peoples work - it probably took a lot of time to port and optimize all that to ReShade.
Thanks. I've answered there and corrected a small error you made.
This is for AO I presume? The linearization math is completely different in the SSAO code than in the DoF code (which uses the Reshade linearization logic). The numbers in the code look like results of trial/error to me and depend on the game used (as the logarithmic spread of the depth differs per game, e.g. what's defined as 'infinite'). So changing it for the witcher might result in good results there but not the same results in e.g. skyrim or GTAGreat. Thanks. Looks more civil than what I did.
I noticed for a while now a cutoff on the near depthbuffer (something like 1m from the camera) and managed to fix it by setting log(300f) to log(1f) comparison
Hopefully that didn't mess up anything else.
What the fuck, that's fucking sick for real.
Clean pic (not on full max options. I don't have a PC for that :c )
cool. you're getting these angles in replay mode or did someone put out a free cam mod?
It's not out on PC yet.
I really want to see some NFS shots w/ all that grain removed. would dominate the thread mercilessly. haven't see any posted.
Please note that this attitude to you was only comming from one person, which I personally do not support in any way. I would have stepped in, but I was on vacation and read the thread (the discussion on reverse-engineering) two days too late. I'm on your side here, since ReShade would not have been possible without reverse-engineering at all.Hmm. Yeah they're not very 'friendly' at times and very protective of what they release themselves (but is often made by others). Also odd at times. E.g. I ported Marty's new Advanced DOF to reshade framework, but they didn't want it, as they're busy rewriting things. That's cool but people now can't use that new DOF he wrote. ....