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acerolafx's Introduction

Hi, I'm Acerola and I'm a graphics programmer.

Let me show you what you've been missing.

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acerolafx's Issues

all xD

imagen

do all the steps, but XeGTAO put all red xD.

autoexposore warnings

I think this is a warning, because it is yellow.
If I hover over Auto Exposure [AceloraFX_AutoExposure.fx] (beside the fact that it is yellow itself) i get this
image

XeGTAO shading is low poly, sharp edges

Off
XeGTAO off
On:
XeGTAO on

If I use another shader with qUINT_mxao, there's blockiness there too, but I can use its "smooth normals" settings to reduce it:

https://www.patreon.com/posts/using-mxao-guide-54519401

I’ve enabled IL (indirect lighting), as well as two-layer. Two-layer gives you some extra settings under the ‘Double Layer’ section. It can be useful for a little bit extra fine tuning, but isn’t strictly necessary. You will want to turn on Smooth Normals though, to help reduce a little bit of the blockiness you get with a low-poly game

I can't find any tweaks that will reduce the blockiness of XeGTAO though.

I've tried replacing the preset files to revert everything to their original values, and tried adjusting XeGTAO settings but nothing seems to help.

If you can't reproduce it, it might be because I'm playing on Linux, so DXVK might be a factor.

Wondering about HDR

Amazing GShade Preset. Wondering about HDR since you mention it on the description.

I have an HDR10 Gaming Display (1000 nits local dimming..) is there a setting somewhere or a specific preset that utilizes the HDR mode on windows? or are we only simulating HDR into normal displays.

Thanks.

XeGTAO is extremely heavy on 4K resolution.

As the title suggests, XeGTAO is extremely heavy on 4K resolution and barely reaches 60 fps on an Nvidia GeForce RTX 3070 Ti. Unfortunately, lower resolution led to some terrible grain with 4K display. There's probably not a lot that can be done but perhaps there's some optimization trick to ease the burden of the GPU? 😅

Possible issue with AutoExposure.

Final Fantasy XIV_2022 09 08-18 46 (2)

Just tried using the shaders, everything went well but AutoExposure seems to have an issue with it. At least it is highlighted in yellow and doesn't seem to function. Specific error in uploaded image. Using the latest 2.1.1 version, screen is 3440x1440 and playing with 4K UI Resolution.

The shader still does not work for me on the most recent version of GShade

Title.

Basically the issue (that Acerola also seems to be aware of) persists since the last update. When I talked to him he said it is Gshades fault and there won't be a fix on his end. When I talked to the Gshade people on discord, they say it is an issue of the shaders compatibility and to not expect a fix on their end.

Iirc on the Gshade Discord they mentioned sth. along the lines of a cloning function that ppl. used to make their shaders with no longer working, rendering all shaders that used this function useless.

Multiple re-installs didn't do anything for me (neither acerola nor gshade).

Is there any solution for this and who is at fault in the end?

AFX_AutoExposure failed to compile

Seems that the auto exposure has some compiling error on high or non standard resolutions
if i go to my 4k display (3840 x 2160) it cant compile with error:
110, 1-24 error x3655 : the product of the arguments of numthreads(2040, 1, 1) must be less or equal to 1024

and even tho I know programming i have never mess with shaders nor gshade other than presets. So I dont even know where to look for the problem other than trying to find out the operation (havent found it yet)

Failed to load shaders error.

Hello Ace.

I'm updating your shaders from 2.1.0 to the latest version. I'm following the instructions exactly as laid out in your guide, isn't any different than it was before but I'm getting a failure to load the shaders error even though everything is where it's supposed to be. Not very tech savvy and don't know what to do at this point. Am I missing something.

Greatly appreciate any help and ty for the shaders!

image

This is what my shader directory looks like.

image

AutoExposure Shader fails to compile on very high resolutions (6K and above)

Log:
18:05:45:161 [07724] | ERROR | Failed to compile "D:\SteamLibrary\steamapps\common\FINAL FANTASY XIV Online\game\reshade-shaders\Shaders\AcerolaFX_AutoExposure.fx": D:\SteamLibrary\steamapps\common\FINAL FANTASY XIV Online\game\Shader@0x000001875B6A0040(740,1-24): error X3655: the product of the arguments of numthreads(1148,1,1) must be less than or equal to 1024

This happens when trying to take a screenshot in resolutions higher than 4K, the exact error is for 5760x3240.
I'm using a plugin (Simple Tweaks) which has an option of temporairly increasing the game's resolution beyond what can be displayed on your monitor when taking screenshots using the in-game hotkey, but I think this would behave in the same way if you run the game at that resolution without plugins.

If it matters, I'm using ReShade 5.9.2.1760, the GPU is a GTX 1080, driver 537.13.

A bunch of compile errors.

Greetings. Maybe the error is real, or maybe i am barely smart.
i have these:
image

and

image

It may occur just because i trying to use it somewhere else than Final Fantasy?

Shadowbringers: Il Mheg fireflies are square

Using any AcerollaFX Preset I exhibit an issue where fireflies in Shadowbringers are "square", the issue can be easily seen by visiting Il Mheg and looks like this

image

Gshade: 3.5.2
Acerolla: 3.1.0
Nvidia GTX 1080 ti with 522.25 driver released on 10/12/2022
Preset: LowestQuality *but happens on any other preset

I have however found out that there is at least 1 user does not exhibit same issue while running the same preset so I am at a loss what's causing it for me but not for them.

ReShade gotchas

Any gotchas with using ReShade instead? I think an outlined list of gotchas and maybe some help from the community to document the solution may go a long ways to prevent problems.

It appears the latest version is compatible and the shaders compiled but I'm not sure if something is extremely off or not.

I'm willing to contribute documentation for it.

AcerolaFX_BokehBlur.fx auto foucs or mouse focus?

Any plans to implement auto focus or mouse focus functions for the BokehBlur shader? Focus options are pretty essential when I want to get some shots of a cutscene or anything else in motion. Either way, thanks for the awesome work with all these

Dark areas crushed to pitch black

image
image

I'm using the default AcerolaFX_GameplayLowest with just some small tweaks to color temperature and red saturation and while I really like it overall very dark areas become crushed like this and there's a big loss of detail. I'm unsure which shaders and settings to modify without inadvertently messing up other areas with normal lighting conditions. Any ideas?

Activating XeGTAO makes my screen go black

Heyhey, i just installed the newest update of reshade and added the newest version of your FFXIV shaders as well. Immediately the screen went black and all that was left to see was the HUD. I figured out that turning off the AO returns my image but it's suuuuper bright now for some reason. What could be the cause of this? I have not altered the presets in any way.

Auto Exposure also takes UI elements into account

Hello Acerola, thank you for your work! I watched your video and it's very interesting even though I know little about computer graphics!

From the way you introduce the development of Auto Exposure, it explains why when I turn on and off a UI element (especially like a large window), the exposure of the whole screen changes.

Turning off Auto Exposure solves the problem, but this Fx is also important in your HDR pipeline. Would that be possible to let autoexposure ignore any UI element?

Thanks :)

Is this visual correct?

Hello, really appreciate the shaders!

I noticed that notably in Shadowbringerz zone where I currently am in MSQ the shaders make the game super bright and extra faded.

noShaders
withShaders

Is this correct behavior or did I mess up somehow?

It makes many of the cutscenes unwatchable because of how much light tones are used and the shaders just make them super bright.

Thanks for the help!

HighQuality preset doesn´t work for me

Hey, i don´t know if i am doing something wrog but, low and medium presets workes fine, if i try to turn the high on nothing happens.
allready reinstalled gshade.

if its matter
RTX 3080
resolution 3440 x 1440, 144Hz

Effects doubling

Each effect is listed and applied twice. I have to go in and uncheck one of each effect every time I start the game.

Breaks on high resolution displays

Loved the youtube video, it taught me a lot about how post processing effects actually work. I'd love to mess around with your shaders but unfortunately they don't work on my monitors (3440 x 1440 and 3840 x 2160). So I guess put me down for supporting a fix for this. From your FAQ I'm guessing you already know the issue but I'm happy to dump any logs if needed.

GShade Latest Update Breaks Presets

Hello!

GShade's update yesterday seems to have broken how presets are coded for previous iterations, I am unable to enable any presets from the install of your shaders at the moment, but there doesn't seem to be any compiling errors in the log. Enabling the features one at a time does cause their effects to show up

Super bright

All the presets seem to be super bright for me. Not getting any errors so I don't think I did anything wrong and the settings are default.
ffxiv_dx11 2023-02-08 20-32-05 overlay
Is there something I can change to fix this?

XeGTAO and Bloom shaders don't compile in opengl games

Every time I tried using these shaders with an OpenGL game, the following error occurred:

errors

In the XeGATAO shaders, the errors come from the CS_Denoise function receiving a uint2 as a parameter instead of a uint3. Changing that resolved the shader compilation issue.

In the Bloom shader, simply changing everything to int instead of bool also seems to solve the problem.

Aborting due to not yet implemented feature: Uniform initializer.

I'm trying to use this with the XIVLauncher flatpak on Linux. When installing ReShade_Setup_5.7.0_Addon.exe I select ffxiv_dx11.exe and proceed with all the defaults. It did not make a reshade-presets folder so I created one myself. After installing AcerolaFX files to the appropriate folders I launch the game and get errors such as:
game\reshade-shaders\Shaders\ChromaticAberration.fx":
error: F__PostProcessVS: :24:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.

and

game\reshade-shaders\Shaders\AcerolaFX_Alpha.fx":
:9:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.
:11:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.
:12:2: E5000: syn

tax error, unexpected NEW_IDENTIFIER

I've attached my reshade.log for all the error messages.
ReShade.log

I've also attached images of my directories to make sure I didn't mess any of that up.
Screenshot_20230330_002519

Screenshot_20230330_002639

Screenshot_20230330_002755

The Boobas

I don't know why the shader does this or where else it shows up, but it's very noticeable around the character's breasts. Without any filters present the breasts are a lot smoother, but when the filter is turned on (most noticeable on highest quality) you get these very noticeable polygon shapes of the mesh or something.

NormalBooba

PolyBooba

XeGTAO and Fog Texture issues

Hello I noticed that when I out the two shaders in the new optional path for Custome Shaders it has a conflict with other Shaders in textures.
grafik

FlatShade failed to compile since GSHade 4.0 update

image

As image mentions, this shader is failing to compile. I want to confirm if this is not related to AcerolaFX because I could not find any shader with this name in the .zip of the last update of AcerolaFX.

about this sorting shader

shouldn't you be able to add the location of the pixels to the calculated value that you later sort by, then sort the whole columns with those tuples at once, and then in the next pass you collect the slices like you do now with this spawn for every pixel but every surviving thread can now do a linear scan over the presorted column, filtering the ones it is not interrested in out (it knows what it's interrested in as of now: start and length, in the scan just ignore values which position lies outside, the remainder stays sorted)

sorry, i dont have the game and no idea to run this stuff on linux, otherwise i would probably try to cobble together a pull request.

Reimplement shader cloning?

There was some drama regarding GShade and the outcome of it is looking like most people are migrating to vanilla ReShade. Because of that, I assume there wouldn't be much of an issue with adding back the effects that required the shader cloning?

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