Any chance for a less demanding bokeh integration? The in-game one looks really bad and the other just destroys my performance. :/
Yes. I really want to add an alternative DoF implementation which falls in between the in-game one and the current Bokeh quality and performance wise.
Huh, when I turn on bicubic downsampling it looks blurrier than bilinear.
Bicubic downsampling is higher quality, but it isn't designed for artificially sharpening. If you want that, just increase the sharpening factor in post.fx
I will probably add other sampling kernels in the future.
(Do note that even the bilinear sampling is higher quality than what you get in the driver, especially if it's from >2x the size)
I know we already talked about that but I got the DX11 hooking code path available and ready
here, if you want. It doesn't support
CreateDXGIFactory2 though but the compatibility in a lot of games is really good
Yeah, I know, and that's very helpful, but there's still tons of work to get GeDoSaTo to work with DX11 games. For one, I would need to create an abstration for rendertargets, textures, shaders and effects which supports both APIs, and rewrite everything to use that abstraction (I wouldn't want e.g. effects or scaling to have divergent code paths for individual APIs, that would just be a mess).
Neat. I assume this doesn't suffer from the same artifacting that you get when downsampling by creating custom resolutions within the nVidia control panel? I'm curious to try it.
It does not. Your complaints about downsampling not looking like the screenshots people post are one reason I started this. What say you now?
I'm getting some artifacts when downsampling from 2560x1440 to 1920x1080. :/
Those aren't from me, they are from forcing SGSSAA.
Edit: Actually hold that, the second is clearly from my AO. But in the exact same position I don't see it. AMD or NV?