Since we already have them for OpenGL, why not for D3D? I been using Sweetfx's shaders along with smaa and I'd really think there would be an improvement if they were built into the engine.
Just my $0.02
Just my $0.02
Post process shaders for D3D?
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05-30-2014, 01:47 AM
(This post was last modified: 05-30-2014, 01:54 AM by purpasmart96.)
Since we already have them for OpenGL, why not for D3D? I been using Sweetfx's shaders along with smaa and I'd really think there would be an improvement if they were built into the engine.
Just my $0.02 05-30-2014, 02:04 AM
Yeah, this is something that definitely needs to be done at some point. I think it just lacks a developer with interest.
05-30-2014, 03:08 AM
I confirm i have no interest in that, i do not see the point.
Instead i have interest on thinking how it would be possible to hot swap some game rendering with better version to replace the bloom effect of most games that looks more like a drunk guy seeing things indouble. Or the dof of skyward sword that is done in two well identify draw calls. 05-30-2014, 08:14 AM
And also Sweetfx's shaders are good starting point, instead of creating new ones from scratch we could just port over some of Sweetfx shaders, so their would be less work for the devs.
05-30-2014, 09:12 AM
(05-30-2014, 08:14 AM)purpasmart96 Wrote: And also Sweetfx's shaders are good starting point, instead of creating new ones from scratch we could just port over some of Sweetfx shaders, so their would be less work for the devs. I cannot count the number of bloom dof, color adjustment and tone mapper i wrote in the past. That's a quite simple thing if you do not go to fancy and really complex ones, and even those are not so horrible if you know your job. So no, Sweet fx is not even a good starting point if the idea is to apply a post process to a final image. Personally, i am not a big fan of SweetFx, most often it crunch the picture more than it improve it. That's a relic of the "more bloom" era… 05-30-2014, 10:35 AM
(05-30-2014, 09:12 AM)galop1n Wrote:Yeah, some love it or some hate it, but if HDR was built into the engine and actually used the games Backbuffer to produce dynamic tone-mapping then I think it could turn into something even better in the experiment. personally I like bloom only if it's used right in moderation, HDR on the other always looks great especially when using filmic curve to the Tonnemap, way better then just applying it to the whole screen.(05-30-2014, 08:14 AM)purpasmart96 Wrote: And also Sweetfx's shaders are good starting point, instead of creating new ones from scratch we could just port over some of Sweetfx shaders, so their would be less work for the devs. 05-30-2014, 07:13 PM
That's because you do not know what HDR means…
HDR is two things, HR and D. HR because the light intensity in the real life go from a candela to a million. The D is to map that ridiculous range to a monitor that can mostly do 200 candela and is quite LR. D is your tonemapper, the simpliest and oldest is just to saturate when the color intensity is over 1. Modern tonemapper try to compress a HR range to keep more details, using some kind of curve, often based on the image mean intensity and more modern even use the histogram. Because we are funky and the cinema use tricks that are century old to have more pleasant colors in film, we also add filmic tonemapper to emulate the response of the fine tuned photographic film. To use it or not depends if you want the game to be like looking at a movie or play it like you are in the real life. Now, to D work properly, you need a correct HR first, and that's not possible on Wii. Lighting and blending have to accumulate in what we call the linear space. But because the human eyes do not have a linear response to intensity ( we are better at low intensity ), textures are in gamma space ( a space more or less linear in regards to the human perception of brightness and it was also near to the phosphors answer in old CRT, cool ). It means that a GPU have to revert it back in linear compute lighting and blending then convert it back to gamma before displaying the picture and the Wii GPU does not do that at all. So, the Wii does not have a correct lighting pipeline and does saturate colors in a surface that cannot be more than 1, so their is no way that from a LR picture you can have a better LR picture that would looks like made from an HR source… |
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