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License: Other
Marty's Mods Epic ReShade Effects
License: Other
Basically if I enable "performance mode" on ReShade, effects such as RTGI and MXAO doesn't work well, it's like a different depth buffer is issued to the shaders, breaking them.
Disabling it fixes every issue.
screen shot - https://i.imgur.com/kCLDiKq.png
I'm not sure if I can ask how to resolve this here, but whenever I disable the MXAO setting, it fixes the glitch you see on the eyebrows, but I no longer have that effect enabled which I like.
Is there a way to have this not effect the eyebrows?
Dear Marty,
I used reshade on Skyrim SE and it seems to have some issue when loading immerse files.reshade says that "...warning X3554:solaris.fx has unknown attribute branch or attribute invalid for this statement", can I fix this?
My log is attached for review.
Can you change the code of this sharpening filter to darken pixels more than lighten them? Why am I writing this, as I understand your shader is similar to amd's CAS shader. Both of these shaders are designed to remove blurriness caused by TAA anti-aliasing. And both of these shaders I tested in half life 2 result is the same. But in the game Witcher 3 I used rj200 shader instead of cas which gave better results as I understood from darkens pixels. Can you do the same? Just for the sake of experimenting, maybe it will give more realistic results.
There's this old ReShade thread: https://reshade.me/forum/shader-discussion/7289-taa-quality-non-blurry-anti-aliasing-done-using-smaa-smartsharpen-presets
That makes SMAA 3x with good results. I wanted to convert this same setup into iMMERSE Anti-Aliasing since its more performance friendly as running SMAA 3x is heavy but the issue is the names for settings are different, so could someone (like Marty) explain which settings are the equalivent so I can use the same setup here?
Or perhaps this feature can be officially added into the shader (probably not, I don't mind manually doing it myself though)
Hello,
I really appreciate your work for these filters.
Now that there are filters to analyze vectors in the scene like your Launchpad filter, wouldn't Temporal SMAA also be possible to implement?
I really like SMAA T2x in games that support it, altough there are not many. I think of it as the best look/cost anti-aliasing technique. I know it wouldn't be as good quality or as fast as if it was built into the game engine but would it be theoritically possible with reshade?
Hello! I’ve been loving the immerse filters but I’m having an unexpected behavioural issue with the launchpad in the game saints row 2. The launchpad is placed at the top of my filter list with the other filters beneath it. I’m currently using it with dxvk instead of dx9 because the improved performance that comes with the change but I notice with effects such as rtgi 0.40 that require the launchpad to work properly. It works very minimally compared to 0.36.1 when it did not require the launchpad to work correctly.
I’m not sure what kind of debug information you need so if you can let me know. I would gladly be able to provide it (hopefully)
Hello,
I very much enjoy using iMMERSE MXAO but am having a flickering issue when enabled. Forgive me for not explaining this well, I think it has something to do with the Shading Rate. The effect appears to revert back and forth between the games vanilla shading and the mods shading. Changing the Shading Rate seems to increase or decrease this instance but I am unable to stop it all together. I may be off course, but would disabling the Shading Rate fix this and would that be possible?
Not an issue. Just mild confusion.
Most Reshades demand a preset INI and your iMMERSE does not offer one.
Reshade accidentally picked up another INI I'd carelessly left in my game folder. I'll delete that.
Does lack of an INI matter at all?
Thank you for any info.
Thanks for iMMERSE!
Hello, I found you had implemented ao with visibility bitmasks, that's great.
But I have one question about this implement.
In the algorithm 1 of the original paper ( https://arxiv.org/pdf/2301.11376.pdf ), the b = ceil(((maxtheta - mintheta) / PI + 0.5) * Nb) in Line 18, but the code in the line 518 of mxao.fx: uint b = floor(saturate(h_frontback.y - h_frontback.x) * 25.0);
they are different and it lacks of "/PI + 0.5";
Why do you discard this and it will get the correct result as the original paper?
Thank you.
Hey,
it could be handled by shader compiler, but in the MXAO shader, func. "filter", the first "mv +=", at line 615, should be "mv =" instead.
It hasn't been initialized yet. The #pragma warning(disable : 4000), used there, is suppressing any warning about that.
Regards,
Tomas
Hi Marty!
I just resubbed to your Patreon for another month upgraded from an old RTGI build to the new IMMERSE pack and the results are insane in Final Fantasy XIV! However for whatever reason the SOLARIS shader always fails to compile with these errors:
H:\Spiele\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\MartysMods_SOLARIS.fx(330,2-9): warning X3554: unknown attribute branch, or attribute invalid for this statement, valid attributes are: loop, fastopt, unroll, allow_uav_condition
H:\Spiele\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\MartysMods_SOLARIS.fx(368,3-10): warning X3554: unknown attribute branch, or attribute invalid for this statement, valid attributes are: loop, fastopt, unroll, allow_uav_condition
H:\Spiele\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\MartysMods_SOLARIS.fx(330,2-9): warning X3554: unknown attribute branch, or attribute invalid for this statement, valid attributes are: loop, fastopt, unroll, allow_uav_condition
H:\Spiele\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\MartysMods_SOLARIS.fx(368,3-10): error X3524: duplicate attribute branch
H:\Spiele\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\reshade-shaders\Shaders\MartysMods_SOLARIS.fx(330,2-9): warning
X3554: unknown attribute branch, or attribute invalid for this statement
I didn't plan to use Solaris in the game but I still thought I would report it, if I can help anyhow more please let me know.
And thanks for the hard work! :)
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