Thanks, it looked small enough to attach directly to the forums, so I put it in my first post. Please check it and tell me if I did anything wrong.
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Conditional EFB scaling to fix bloom
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10-24-2018, 06:23 AM
Yay, my man is alive!
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specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 10-25-2018, 05:21 AM
Heya djneo. I've been super busy, but found some time to work on a few things I never got around to. Not sure if I'll have time to help you in the near future, but hope things are going well.
10-25-2018, 07:49 AM
Understood
![]() Its all good on my side, working on textures and tuning the codes. We've got release date set for September 1st. It will be Early access, so we will see what the future brings from there...
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 10-26-2018, 08:41 AM
I would use the ability to dump efb copies as pictures to try to identify which efb copies exactly are used for the bloom effect, so you can single those out precisely. You might want to change the code for the dumping a bit, to give you more info, like offset, size, format and hash(needs efb2ram enabled of course), and also use those values to get rid of countless duplicates.
When you know the attributes of the problem efb copies for a few games, you might be able to come up with a proper heuristic to detect them. Or go implement a system to target them specifically by Gameid, address, size, texture format etc., with things like the address being optional. What would happen, if you'd make the problem efb copies transparent? Are they some kind of half-transparent overlay or do they replace the thing that they apply bloom to? A side note: What would happen if you'd downscale an efb copy that is used for bloom, instead of upscaling or not scaling? 10-26-2018, 10:41 AM
I don't think writing specific solutions to each game will be considered. Looking at more data for a better, more exact general solution might be good, but I don't know how to do those things. The games are widely varied in how they make efb copies for bloom, but it seems to always have an offset factor. Not sure about texture format.
Making the efb copies transparent... usually it's easier to disable them, some games are fine with that, but others break. I also don't know the exact method used to mix in bloom images, but I'm sure they vary a bit per-game. I don't know about transparency, but there are sometimes gamma and color strength factors that can be used to lessen bloom strength that I can find. Downscaling bloom would make the bloom more blurry/uniform and probably lower the radius/offset. 10-29-2018, 12:09 AM
(This post was last modified: 10-29-2018, 04:05 AM by One More Try.)
I managed to make a UI slider to exclude efb copies from scaling. It works great and lets you fix bloom accurately in moments, but still needs a bit of work. How do I change the slider size and make it show the current value (very important)? Does it have to be done with a user style or can I override something? It wasn't clear looking through the files. Side note: all the sliders are very tiny and it's annoying.
/edit I figured out the sliders, except I still don't know how to show the value. 10-29-2018, 07:32 AM
(This post was last modified: 10-29-2018, 07:39 AM by hyperspeed.)
Shame it doesn't works good on Arc Rise Fantasia, with it the game is so "jagged" even with SSAA, the game is not that jagged on lastest build even with efb scale off.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver 452.06 [color=#00ff00]WHQL[/color] 10-29-2018, 09:16 AM
(This post was last modified: 10-29-2018, 09:19 AM by One More Try.)
Check first post for an excellent video. Not sure if XFB copies need to be excluded from the slider.
The EFB slider can soften arc fantasia very slightly. Not sure if it's the desired change. 10-29-2018, 11:26 AM
(This post was last modified: 10-29-2018, 11:31 AM by hyperspeed.)
That looks awesome, it should solve most of the bloom issues in most games.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
RAM 12GB DDR3 [color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color] Windows [color=#3333ff]10[/color] Pro 64bit Currently using Driver 452.06 [color=#00ff00]WHQL[/color] |
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