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Selphadur

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Selphadur

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63 comments

  1. Chino2020
    Chino2020
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    Этот так называемый "мод", как и любые другие манипуляции через драйвер — пустая трата времени....
    Про RESHADE в настоящий момент не знает только ленивый... советовать какие то FXAA и прочее — полнейший бред.

    В игре херова тонна растительности, листвы, травы и тд и тп, и вся эта геометрия безбожно мерцает и рябит даже в 4K….. более того, даже в 8K (4K натив + DSRx4).

    Единственный вариант — если кто либо НАПИШЕТ отдельный шейдер-инжектор с TAA методом, как это было, когда один гениальнейших парень создал просто потрясающего качества TAA-инжектор для ALIEN: Isolation, то бишь речь идёт об ALIAS ISOLATION TAA для 2014's ALIEN.

    А эти ваши Fxaa smaa — полная хуйня!
    1. Selphadur
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      Try using DSR smoothness to mitigate shimmering. If you don't use smoothness there won't be any filtering and will introduce a lot of shimmering and blockiness with overall image more or less looking worse than without DSR! Also use Negative LOD Bias - Clamp instead of Allow. You will notice that you are simply wrong regarding shimmering. And even better, don't use DSR and instead create Custom Resolution for downsampling. You will see nice improvements in reduction of shimmering. Also turning off Anisotropic Sample Optimization should reduce shimmering and maybe turning off Trilinear Optimization. That's for Nvidia, but there should be counterparts for AMD.
      And don't get me started on TAA with it's terrible ghosting and trailing. Maybe if you play on 60Hz TN panel it is less noticeable, but on IPS/VA it is noticeable.
      But if you play on 144hz+ monitor TAA is complete garbage making moving image look like it is on 60Hz monitor with all it's trailing and ghosting.
      Try runnning Reshade Depth Based SMAA + Nvidia FXAA + Custom Resolution like 2880x1620 or 2560x1440 (if on 1080p monitor) and see for yourself.
      Have a nice day!
      P.S. You can also not use Lumasharpen if you prefer more blurry image as it can introduce some minimal shimmering.
    2. Selphadur
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      On 60Hz monitor it's ok, but beyond that it's ghosting and trailing mess.
      And TAA is no advancement at all. It has been for years and years. It just started to show up more and more in games for consoles (then ported to PC or implemented right away for multi platform games) due to performance friendly nature. TAA is literally taking frames, sampling them (applying AA, similar to FXAA) at each frame and then "interpolating" those (smoothing frames in-between, also applying "smart" guesses between un-sampled frames, and applying guessed AA), which is very noticable on high refresh rates. Well short version, more or less accurate. Check out Reshade TAA solutions and their configs to understand it more.
      The only good TAA impementation I have seen is in "Escape in Tarkov".
    3. rd777
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      Полностью согласен. Я пробовал ReShade FXAA и SMAA для решения такой же проблемы в Rise of the Tomb Raider, и понятно что в Геотермальной Долине это ничего не помогало. 
      А вот mipmaps tweak  в .ini файле надо попробовать, TextureMipBias с отрицательных значений повысить до нуля. 
    4. Selphadur
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      If I remember correctly, Witcher 3 automatically sets MipMap level -1 if you select High/Ultra texture resolution with highest texture filtering.
      Well at least when editing .ini file I would see it set to -1 all the time, which I assume is set by game when choosing max settings in game (usually texture options). So, usually, there is no need to set MipMapBias level to -1 as it is already set by game.
      It can produce "shimmering" in distant textures, as the game would render full resolution textures at farther distance, but I did not notice that much and it is far better than blurry textures at certain angles and at farther distances, which is somewhat noticable too.
      Also for this to work I think you need to set MipMapBias to Allow from Clamp in Nvidia Control Panel for negative values to work at all in games.
    5. SaintsFlot
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      Именно поэтому в том же Fallout 4 при включении TAA изображение размывается на мгновение при каждом движении игрока.
    6. Selphadur
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      The blur (ghosting) "SaitsFlot" mentioned caused by TAA is because of this same technique. It's due to frame interpolation. Negative lod bias (driver controlled or otherwise) at -1, -2, etc., can help, but not much. But it also may cause issues with meshes or overly shininess as it also related to lod level (mipmaps are depended on lod bias). For example in SW:TOR people use, me included, driver controlled negative lod bias to increase detail a bit and specularity, reflectiveness or otherwise of textures which are mostly non reflective, but specular and etc. It adds more reflection for shiny textures. But it won't work for every game this way. It's engine specific. In Witcher 3, for example, lod bias (mipmap bias) controls how far full anisotropic filtering for textures will work. With mip map level at 0 lod bias will be clamped and anisotropic filtering will work as usuall. At -1 mip map bias anisotropic filtering will work farther away and textures will be sharper the longer distance giving the impression that higher resolution textures are rendered farther away, while in reality in both cases are the same high quality textures and only anisotropic filtering range is changing (usually, but mostly it is used in conjunction with rendering higher mip map level from same mip map texture).  Also negative lod bias must be set to "Allow" instead of "Clamp" in driver's control panel. And actually, if you want less texture shimmering you should also clamp mip map bias (lod bias) at 0, because any value bellow 0 introduces shimmering while moving (even though static image and overall image looks better, imo). The best solution is to apply sharpening filter mid interpolation, which when done in this manner is called TXAA.
      Also for example TAA in Unreal Engine 4 recently can be changed into TXAA without any performance drawback (Conan Exiles) and game will look gorgeous with minimal ghosting and no blur. Sadly devs never implement these option into game settings menu and usually game engine savvy users find these tweaks (via ini edits) and share them on the internet.
      This all reply is basically to expand on what "SaitsFlot" said :)
    7. irulannaba
      irulannaba
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      Wait, so negative lod bias should be allow or clamp? why you contradict with your previous statement?
    8. Selphadur
      Selphadur
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      Negative LOD bias if you want sharper textures, but will introduce a little bit more shimmering. LOD bias at "Clamp" (0) will reduce shimmering at the cost of less sharp textures.
  2. RanchaX
    RanchaX
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    Also wanted to say this mod looks great, much better than vanilla. This mod solution seems to be the best one so far. Thanks for your work! :)
    1. Selphadur
      Selphadur
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      I am happy you liked it!
  3. RanchaX
    RanchaX
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    Hello, do you recommend also changing TextureMipBias=0 to reduce shimmering?

    Also, is your ini compatible with other reshades too?
    1. Selphadur
      Selphadur
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      I would not recommend reducing Mip Bias as textures will become muddy.
      It should be compatible with other reshades as long as they don't change SMAA and Lumasharpen values.
  4. steakjake
    steakjake
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    This works good Thanks!
    1. Selphadur
      Selphadur
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      Glad you liked it!
  5. timirage
    timirage
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    not SMOOTH at all. TAA is best AA method for SMOOTH
    1. Selphadur
      Selphadur
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      For vaseline look, yes. Also Witcher 3 does not have that implementation, so I do not know why you even mention it.
      And reshade TAA is no where near with AAA game TAA implementations, not to mention it usually adds motion blur like effect ant that's it, it usually does not work well.
      I did not even try to spend hours and hours to tweak Reshade TAA on Witcher 3 as it would still probably not work as intended.
      If you managed to make it work well maybe you could share your findings with the community?
      Complaining about a free work, made by an author in his free time while spending his free time, which is given for free leads to nowhere.
  6. GuyFawkesGaming
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    Nice! Probably worth mentioning according to this reshade thread and the second or third comment in this reddit thread, you should use Filmic Anamorphological Sharpen on top since it has depth buffer detection to avoid sharpening edges and undoing the AA effect. So it's SMAA -> FXAA -> FilmicAnamorphologicalSharpen.
    1. Selphadur
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      Thank you!
      Yes, you can use FAS or CAS if you like. But I've never been a fan of this method (especially FAS) as I think they look way too unnatural. As the name suggests, FAS is a technique to sharpen a film, which is different from sharpening pixels (that's why it looks unnatural in most cases). Of course, not everyone can see this detail. Usually people who are into photography, graphics, filmmaking, etc are more likely to see it. Lumasharping has always been the most natural looking way of sharpening for me. Now of course we have new options like smart sharp and etc.
      Either way most AA heavy lifting is done by Nvidia's FXAA. Depth-based SMAA is meant to complement FXAA (very subtly). You can of course set it to Color or Luma based detection, but it has some granular/grainy edges at some viewing angles when used with FXAA (though still better than jaggies). This may or may not be too distracting/annoying. I didn't like it, and it also has a "habit" of distorting some fine details in the distance or on textures.
  7. erdemkalin
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    This mod is actually the opposite of "smooth". It makes the aa worse. See the comparison here: https://imgsli.com/NDc2MTA 

    (Zoom in to see better)
    1. Selphadur
      Selphadur
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      I don't know what your meaning of smooth is, but in "after" picture jaggies are less "jagged" and overall picture has less aliasing (look at the brazier and also plank is less aliased, coat and concrete "railing" at he bottom left are also less aliased in "after" picture). I have no idea what are you talking about :/ Also make sure you do everything correctly. If you mean game is "less" smooth because it is less blurry than turn off Lumasharpen and use Color edge detection SMAA instead of Depth. And overall you have a wonderful option of not using this mod if you don't like it
  8. Royeen
    Royeen
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    almost unnoticeable smaa on/off difference when nvidia fxaa enabled, or is it just me?
    1. Selphadur
      Selphadur
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      It is intended as depth detection was used. SMAA is very subtle in this case. You can use luma or color detection for better results, but you may experience some unwanted shimmering when used with other aa techniques, such as fxaa
  9. anson565
    anson565
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    no changes at all
    1. Selphadur
      Selphadur
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      Make sure you follow instructions correctly
  10. pacolovac
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    But the lines around everything in the pictures are all jagged... how is that better? It's like in-game AA is disabled and just SMAA is introduced from ReShade, and we've had this for years, is not a solution just another preset for ReShade...
    1. Selphadur
      Selphadur
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      Are you sure you are not talking about comparison screenshot where it is either without AA or in-game AA?
      If you do not see any difference between in-game AA and this mod why are you bothering installing this mod?
      Also there still will be jaggies at certain camera angles (and due to transparency textures and etc.). It is not SGSSAA or SuperSampling after all!