How To: Anti-Aliasing/Shader Injection (SweetFX, GeDoSaTo, GEMFX, and ReShade)
Any ideas on how to get this to work on Company of Heroes? I unpacked everything into the main folder and also tried just dx9 and dx10 files exclusively, but to no avail. It doesn't look as if any of the other files are of importance to put Sweetfx in, but I could be wrong.
CoH uses the same engine as DoW 2 (technically, DoW2's engine is a slightly improved version). It shouldn't need anything beyond disabling the ingame AA.
Mostly tho, comining sweetfx's smaa and 4xmsaa leaves some jaggies. I want to try fxaa but not sure where to start ?
Fxaa is better or worse than smaa ? which one to use and how ?
I recently got pc version of Alan Wake and it sports ingame fxaa. together with ingame 4xmsaa or even 2xmsaa it does great job antialiasing the image, so I want to try fxaa on other games.
[email protected], Gtx1060 6gb, Hp 27ea
fxaa can be good if it's v 3.x , some games still use the v1 or the v2.x
the advantage with one you can config it allow you to avoid the blur effect
new shader in dev : cartoon
i tweaked it because there was no setting and it was too much
Looks interesting. I'll upload the alpha preview since this is going to make a lot of people curious to try it out.
The final release of SweetFX 2.0 will be added to the OP when it's released. In the meantime, you can play around with the new features (including a new shader, tentatively named the cartoon shader) in the alpha preview.
SweetFX 2.0 alpha preview.zip 339k .zip file
The Cartoon shader is very interesting indeed. The result is not unlike Borderlands. If you can't wait until the final release edit Cartoon.h and modify this line:
colorInput.rgb = saturate(colorInput.rgb - edge * 6.0);
For example, changing 6.0 to 3.0 will make the edges less thick and dark. In fact, I prefer the subtler results of this formula:
colorInput.rgb = saturate(colorInput.rgb - edge);
float3 CoefLuma2 = float3(0.0126, 0.3152, 0.2722); //Values to calculate luma with , before 0.2126, 0.7152, 0.0722
colorInput.rgb = saturate(colorInput.rgb - edge * 1.5);
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