Please use english language
It is currently 23 Oct 2017, 22:26

All times are UTC





Post new topic Reply to topic  [ 213 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21, 22  Next
Author Message
PostPosted: 14 Jul 2017, 02:00 
Offline
User avatar

Joined: 08 Nov 2013, 07:42
Posts: 77
Location: Taiwan
Yeah, definitely! A port of this to old Skyrim would be great! :)

_________________
Observing the world with aesthetic taste.


Top
 Profile  
 
Tomoko
PostPosted: 14 Jul 2017, 08:53 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 31 Mar 2012, 15:06
Posts: 1425
Location: France
abc75179778300 wrote:
Yeah, definitely! A port of this to old Skyrim would be great! :)


Second that. Definitely.

_________________
Obsidian 900D, AX1500i, Eisbaer 420, i7 6850K@4.425 Ghz, MSI X99 Raider, SLI 2x1080Ti 11G VRAM, 32G RAM@3371, 950 Pro M2, 10 Tb HDDs, W10 Pro 64
Image
K ENB Pure Light SE
K ENB Pure Light
Kountervibe ENB
Kinematic ENB


Top
 Profile  
 
PostPosted: 14 Aug 2017, 17:14 
Offline
*sensei*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 464
Aight, noted. Will do when I have more time on my hands.

Experimented with a new DoF blur approach using signed distance fields. It's much slower than this DoF, especially for larger blur radii but as its blur kernel matches the pixel grid, you're entirely free of moire patterns that occur for every common DoF shader. The result are crystal clear and sharp bokeh discs. For screenshotting this might be of interest.


Image
Image


Top
 Profile  
 
PostPosted: 14 Aug 2017, 20:17 
Offline
*sensei*
User avatar

Joined: 27 Dec 2011, 21:33
Posts: 327
Location: Poland, Gdańsk
@Marty

Fast circular DOF from this year SIGGRAPH, maybe it'll be of any use?: https://www.shadertoy.com/view/Xd2BWc

_________________
OS: Windows 10
CPU: Intel Core i7 3770 @4.2GHz
RAM: DDR3 24GB 1333 MHz
GPU: GeForce GTX 980TI MSI Gaming 6GB
Sound Card: X-FI Titanium HD
Mobo: Asrock Z77 EXTREME4
Monitor: M340CLZ 34" 3440x1440 100HZ AMD FREE Sync Curved Monitor


Top
 Profile  
 
PostPosted: 14 Aug 2017, 23:49 
Offline
*sensei*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 464
Interesting! Will port it over asap, found some possible optimization ideas, sadly once the technique works, most devs abandon it and skip microoptimizing or only employ it in closed source environments while the open source is just proof of concept.

Well, even though it's a nice and fresh approach, it doesn't take any care of the color leaking from in focus areas into the blurred ones. Visual-wise you just can't outmatch a naive DoF blur because you have to weigh every single sample. While it's really interesting, something I'd never come up with, it's not practical for ENB when you're after best visual quality. I'd have to separate the far field, focus area and near field in the blur. This would require more additional (HDR) render targets than ENB has to offer as this one already occupies 2.

Image


Top
 Profile  
 
PostPosted: 21 Sep 2017, 19:27 
Offline
*sensei*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 464
Just so you know, this ain't dead. I'm currently reworking the DoF - it's a port of very old code that I just quickly revised and then stuffed MXAO into it. And it doesn't make use of any of the fancy DX11 features. And it's not really microoptimized.


Top
 Profile  
 
PostPosted: 21 Sep 2017, 20:20 
Offline
User avatar

Joined: 09 Jul 2015, 16:13
Posts: 89
Glad to hear you have plans to continue working on this. Thanks, Marty.


Top
 Profile  
 
PostPosted: 06 Oct 2017, 18:46 
Offline
User avatar

Joined: 09 Jul 2015, 16:13
Posts: 89
Hey Marty, I've run across a strange issue. When using a lens distortion shader in postpass, it's somehow not affecting the DOF pass correctly. This is baffling to me, because my assumption was that enbeffectpostpass worked as ReShade does, just affecting the final output.

Lens distortion (pin-cushion here) active:
Image

Lens distortion disabled:
Image

Notice the dof haloing around the doc. This only occurs if the vanilla DOF is active. Is it possible that the vanilla DOF being active screws up the depth info that ENB is receiving?


Top
 Profile  
 
PostPosted: 06 Oct 2017, 21:14 
Offline
*sensei*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 464
So this isn't bug my DoF is causing but the vanilla one? Huh


Top
 Profile  
 
PostPosted: 06 Oct 2017, 23:59 
Offline
User avatar

Joined: 09 Jul 2015, 16:13
Posts: 89
Well, I'm using your DOF in the pics, it's just that the bug doesn't happen unless vanilla DOF is also enabled in the background. (You can't fully disable it without modding it out with the creation kit or disabling it from the INI) I don't think your DOF is causing the issue, but what baffles me is how a postpass effect doesn't stretch the entire image. I assumed it's just seeing the final output, but apparently it doesn't?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 213 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21, 22  Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group