(So no throwing in a crosshair shader or making the game look like it's just drawing the depth buffer.) (There was a DSR unlocker, wonder if there will be a NVSharp unlocker though higher values might already push into display issues and ringing artifacts and all that.)ĮDIT: Github activity from BlueSkyKnight looks like there has been a lot of work on Depth3D and the related helper or compatibility shader of sorts for control and some settings ("some") might be compatible with NVIDIA's opening up of using ReShade effects too although I hear there's at least some check on these as to not modify or add stuff that might give MP advantages I assume is the primary reason behind it. Yeah there's a comparison website somewhere posted here that covers most of the ReShade sharpen shaders and Smart includes at least parts of CAS which can be customized further in all kinds of ways but I have no idea what NVIDIA is utilizing although I would assume it's something that is also a bit dynamic in terms of gamma or well adaptive I suppose though depth and other stuff is probably kept more simplified both to make it less complex and overall compatible without requiring extra stuff or game specific profile workarounds but also for performance while allowing control over the sharpness itself whereas CAS from AMD keeps a default value. As well to intentional haloing done by the Depth Cues Toggle helps with pop in some games, hopefully in a subtle way.ĭepth Cues Is a completely optional adjustable intentional haloing used to enhance AO/shading effects in-game or video.ĭebug View - Top Left is the Contrast Masking -Top Right is Z_Buffer-Bottom Left is the Application of sharpen-Bottom Right is a Preview of sharpening Smart Sharp should lend itself to better "Pop" when it comes to detail in texture. ![]() Since this means to show Smart_Sharp.fx in the best light it needs proper depth buffer support. Due to the type of blurring used for it's Unsharp Mask.ĭepth Buffer adjustments are necessary for smart sharp to give the sharpen effect a gradual decrease and hopefully not at all in the sky.īecause who wants sharp clouds right? This is a good thing and a bad thing. In some instances, it will cause a little more hallowing as compared to AMD CAS. Let me talk about the weaknesses and benefits of Smart Sharp. Hello Matt Gore and thank you for trying Smart Sharp. Please Log in or Create an account to join the conversation. ^^ But yes, truly lossless is better when wanting to edit the files later or subtract one from the other, so I probably should change that. Second, I didn't thought many people are going to watch the images, so I could save some space on my Google Drive and the comparison page would load faster. Screenshot is only 41% the size of the original First, it's (at least for me) totally indistinguishable, even when looking closely and doesn't exhibit any artifacts when zooming whilst being impressively smaller (this I also thought that one setting per filter would be enough for the start but I actually considered adding some info to the text above like: "Please contact me if you are the creator of one shader and feel like the chosen settings misrepresent its capabilities." supports lossy and lossless (though it is very limited in choosing color formats and bit depth) and I decided to use it with a "near_lossless" setting at 60. I only looked briefly at those settings and didn't saw huge differences so I kept it at normal thinking it should be the best quality/performance mix, but less noise sensitive definitely sounds good. Please Log in or Create an account to join the for the additional info. WEBP is lossy, its an equivalent to JPG, its supposed to be a successor to reduce file size while maintaining quality. So slightly faster.Īlso - is webp lossless? I seem to recall it's not and if that is true then you should probably switch to PNG which is lossless. ![]() This should bring CAS down from 9 samples to 8. ![]() Wide is less sensitive to noise, and Pyramid is a bit harsh in the look (which I don't like but some do)īTW I think I can make CAS faster by making a DX10+ mode (it can autodetect this so no need for an option) and then use GatherRed, GatherGreen and GatherBlue to grab 4 pixel using only 3 samples. The last two should be just as fast as normal, but they look slightly different. CeeJay.dk wrote: Ohh interesting - I'll definitely contact you when I next either update Lumasharpen or create a new sharpen shader.īTW - also try Lumasharpen set to "Fast" (This only uses 3 samples instead of 5) and maybe also wide and pyramid.
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