updated latest folder witha new version. merged latestmaster changes, small improvements in SSAO range and adedd DOF depth range mode.
@CowlScatman: please try the new DOf mode when you check the "Use depth range focus" the first slider in focus point will control the focus depth and the secon slider will control the focus area size.
@rlaugh0095: please test if the SSAO range slider works better in the scenarios you showed.
(07-06-2015, 12:15 AM)CowlScatman Wrote: [ -> ] (07-04-2015, 07:59 AM)Knots Wrote: [ -> ]@Tino, @CowlScatman
Would be preferable if the current implementation of bokeh DoF had an option for manual focus instead. Right now the shader auto-focuses on nearest geometry on the focus point. This is preferable for some games, but others would probably benefit from manual focus where a certain point in depth is always the focus position, which is what CowlScatman wants anyway. The ReShade implementation of Matso's bokeh DoF already has an option for this.
What im after is referred to as Static DOF where it wont blur anything within a certain distance. It works kind of like matso but its constantly in the background and never focuses on other stuff. I havent been able to accomplish that yet at all with Matso.
Also the Focus Points seem to be broken on any game i play. It just switches between 2 different depths back and forth as i move it.
You are confused. I am referring to the
ReShade implementation of
Matso's shader (the one that comes with
MasterEffect).
Tino's port of Matso's shader doesn't have manual focusing. You can tell the shader where to focus on X and Y but the Z (depth) is automatically determined by nearest geometry. What you want is for the focus depth to be determined by a set point in Z by manually setting the Z coordinate. All I said was that it's possible to do and it'd be better if Tino added the feature to his port of Matso's Bokeh DoF instead of porting a whole different shader.
@Knots: option added in the last version

(07-06-2015, 11:49 AM)Tino Wrote: [ -> ]updated latest folder witha new version. merged latestmaster changes, small improvements in SSAO range and adedd DOF depth range mode.
@CowlScatman: Â please try the new DOf mode when you check the "Use depth range focus" the first slider in focus point will control the focus depth and the secon slider will control the focus area size.
@rlaugh0095: please test if the SSAO range slider works better in the scenarios you showed.
Wow thanks for your speedy responce!Â
Anyway at the moment im at work, but i get of in 7 hours. I'll show you the results once i get back home.

 Cant wait to give it a spin!
(07-06-2015, 12:47 PM)Tino Wrote: [ -> ]@Knots: option added in the last version 
Oh baby!
EDIT: Works great, looks great. Much better solution for 3rd person games. Just plain lovely. Thank you, Tino.
Wow good work tino! SSAO problem has been solved and it helped out other games such as twilight princess as well. DOF works a multitude times better as well!
Here is an example of your work in glorious 4k!
http://puu.sh/iP0gt/42871743bb.png
Heck if arc rise had a texture pack, this would look as good a ps3 game. ^.^
Here is one of TP
http://puu.sh/iP0xQ/92fa285ce7.png
here is a regular 1080p pic of SoulCalibur II.....It looks AMAZING.
![[Image: d72d0c9086.png]](http://puu.sh/iP1UI/d72d0c9086.png)
(07-06-2015, 10:23 PM)rlaugh0095 Wrote: [ -> ]here is a regular 1080p pic of SoulCalibur II.....It looks AMAZING.
You know that there's a 16:9 option inside the game, right? In case you were wondering.
(07-06-2015, 11:05 PM)masterotaku Wrote: [ -> ] (07-06-2015, 10:23 PM)rlaugh0095 Wrote: [ -> ]here is a regular 1080p pic of SoulCalibur II.....It looks AMAZING.
You know that there's a 16:9 option inside the game, right? In case you were wondering.
Insert the more you know gif. ^.^