[FO4/SSE] SMAA 1x for 0.288+

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*sensei*
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Re: [Fallout 4] SMAA 1x for 0.288+

Alas, that didn't do the trick. Made it look like this:

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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Techniques are drawn one after another and they use the result of
// the previous technique as input color to the next one.  The number
// of techniques is limited to 255.  If UIName is specified, then it
// is a base technique which may have extra techniques with indexing
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

#define  SMAA_EDGE_TEX      RenderTargetRGBA64     // default is RenderTargetRGB32F (only require RG channel)
#define  SMAA_BLEND_TEX     RenderTargetRGBA64F  // default is RenderTargetRGBA64 (RGBA requred)

#define  PASSNAME0   TemporaryTarget
#define  PASSNAME1   TemporaryTarget1
#define  PASSNAME2   TemporaryTarget2
#include "enbsmaa.fx"
Still not displaying. Changed the TemporaryTarget lines to SMAA_Target like ya posted, and still nae dice.
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Re: [Fallout 4] SMAA 1x for 0.288+

it also requires a change in the enbsmaa.fx

technique11 PASSNAME0 <string RenderTarget= SMAA_STRING(SMAA_EDGE_TEX);>

to

technique11 PASSNAME0 <string RenderTarget= SMAA_STRING(SMAA_EDGE_TEX); string UIName="SMAA";>

I've fired up the game this time so it should be working now.

btw, I'm planing on double check the details on implementation here later on.
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Re: [Fallout 4] SMAA 1x for 0.288+

Aye, that works nicely. Tah for that good sir.
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Re: [Fallout 4] SMAA 1x for 0.288+

File update:
Sep/29/2016
**replace stencil test with alpha, (stencil is not working in previous release, which is causing some extra fps drop)
**various change in macros setup so that the file now use reference SMAA.h.
**added standalone support for enbsmaa.fx (see the demo enbeffectpostpass.fx).
**added constant setting to increase performance if UI tweaker is not required.
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Re: [Fallout 4] SMAA 1x for 0.288+

kingeric1992, Could you make one for Skyrim SE?

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Re: [Fallout 4] SMAA 1x for 0.288+

SSE shares the same effect format to FO4, there should be no trouble using this in SSE directly, or in theory....
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Re: [Fallout 4] SMAA 1x for 0.288+

I see you're using the standard smaa file, maybe consider checking out CeeJay's for ReShade, he made quite some optimizations, also performance wise.

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Re: [Fallout 4] SMAA 1x for 0.288+

kingeric1992 wrote:SSE shares the same effect format to FO4, there should be no trouble using this in SSE directly, or in theory....
Indeed, that's why I tried your FO4 version in the first place. I used your barebone enbeffectpostpass.fx and tried putting all the files in both enbseries and the root folder, but unfortunately it didn't work. The effect does not apply.

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Re: [Fallout 4] SMAA 1x for 0.288+

Assuming no error message and tweak bars are loaded in [enbeffectpostpass] UI section, you could try switching "SMAA Show Stage Tex" to check if everything is working as expected.

Also, the technique entry in [enbeffectpostpass] has to be "SMAA".

And don't forget the texture files, they should be at the same dir as d3d11.dll.

@Marty
Indeed. I'm not gonna change anything though.
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Re: [Fallout 4] SMAA 1x for 0.288+

No errors, bars are loaded, switching SMAA Show Stage Tex has no effect, the technique is SMAA, the textures are in the right folder. Your shader doesn't work in Skyrim SE.
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