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CeeJay.dk
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Default 12-07-2011, 10:08 | posts: 475 | Location: Denmark

Quote:
Originally Posted by milamber View Post
Tried injectSMAA with Skyrim and it didn't work. Perhaps the Skyrim4GB LAA patch is interfering. Is it supposed to work with all games?
InjectSMAA 1.1 works for me in Skyrim using a Radeon 6870 and WinXP.
   
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Raiga
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Default 12-07-2011, 10:38 | posts: 972

Quote:
Originally Posted by CeeJay.dk View Post
InjectSMAA 1.1 works for me in Skyrim using a Radeon 6870 and WinXP.
I concur; the SMAA wrapper ver 1.1 works with Skyrim, with or without the 4GB LAA Address Flag patch.

Note: But I am currently no longer using SMAA with Skyrim, as i play it at 4xSSAA on my AMD card with the ICC_ENB_Mod.
   
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milamber
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Default 12-07-2011, 12:21 | posts: 698 | Location: Australia

I put the 3 files in the steam skyrim folder, loaded the game up with 4gb, pressed the toggle button and nothing happened. Trying it with other games now.
   
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Default 12-07-2011, 14:04 | posts: 792

what about battlefield 3? InjectSMAA 1.1 work with it? i tried, but no luck!
   
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mypc
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Default 12-07-2011, 18:50 | posts: 192

GUYS which IS best for SKyrim FXAA OR SMAA.IF FXAA which setting I used please TEll me
   
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Shadowdane
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Default 12-07-2011, 19:37 | posts: 644 | Location: Virginia

SMAA will not work with any screen overlays, they must all be turned off. I had to turn off the Steam Overlay, Origin Overlay and MSI Afterburner On-Screen Display. Fraps worked fine with some games with SMAA, others it caused a crash.

And yes SMAA works in BF3, i turned off the Origin Overlay and it worked fine.
http://shadowdane.com/public/BF3_SMAA.jpg
http://shadowdane.com/public/BF3_noAA.jpg
   
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Mineria
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Default 12-07-2011, 20:42 | posts: 2,895 | Location: Denmark



Still a lot of work thou

On a side note: Timothy Lottes said...
The challenge for a driver version of FXAA is that it can only run after the game renders the HUD or the UI (which is not the best place to run FXAA). Any driver FXAA cannot take advantage of the options available when an individual title integrates FXAA directly. For this reason driver FXAA uses a different version of FXAA, one that is more conservative, better on text than FXAA 3.11, but more expensive.

As driver and non-driver FXAA are different, the driver FXAA algorithm will get updates timed with driver releases and as a result of gamer feedback, but not the same updates as the non-driver FXAA.

Last edited by Mineria; 12-07-2011 at 21:35.
   
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CeeJay.dk
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Default 12-07-2011, 21:59 | posts: 475 | Location: Denmark

Quote:
Originally Posted by milamber View Post
I put the 3 files in the steam skyrim folder, loaded the game up with 4gb, pressed the toggle button and nothing happened. Trying it with other games now.
Try without 4gb. The 4gb loader might be interferring with the injector.
   
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  (#534)
CeeJay.dk
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Default 12-07-2011, 22:06 | posts: 475 | Location: Denmark

Quote:
Originally Posted by Raiga View Post
I concur; the SMAA wrapper ver 1.1 works with Skyrim, with or without the 4GB LAA Address Flag patch.

Note: But I am currently no longer using SMAA with Skyrim, as i play it at 4xSSAA on my AMD card with the ICC_ENB_Mod.
Did you know that ENB series can load other d3d9.dll 's after itself?
You can use both ENB and either the FXAA or SMAA injector.
   
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  (#535)
CeeJay.dk
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Default 12-07-2011, 22:40 | posts: 475 | Location: Denmark

Quote:
Originally Posted by Mineria View Post


Still a lot of work thou
Looking good so far.
But I really hoped that it would be possible to adjust the settings on the fly from inside a game.
Also I would like to see the ability to use a .ini file to configure what variables to change from inside the game, the minimum and maximum values and the increment to change them in.
This way adding in support for my shaders will be easy, which it won't be if shader support is hardcoded into the program.

I imagine something like :
CoefBlur 1.6 : [1.2 - 3.0 | 0.05] +(ALT+NUM_PAD4) -(ALT+NUM_PAD6)

Meaning the variable CoefBlur can be set to values between 1.2 and 3.0 in steps of 0.05 using ALT+NUM_PAD4 to increment and ALT+NUM_PAD6 to decrement.
The syntax I used was just an example .. feel free to come up with a better one. It should probably also have the ability to swith bool variable on and off with a single keypress.

Then you can code the shaders to disable/enable various functions using the bools.

Humus' DXoverride doesn't inject shaders but it does do some other nifty thing that would be nice to see in an injector.
Here is the .ini from DXoverride:
Code:
// Forces alpha to coverage instead of alpha test
ForceAlphaToCoverage = 1

// 0 = Don't force a backbuffer format. Any other value is interpreted as a D3DFORMAT value.
// A2R10G10B10 = 35
// A8R8G8B8 = 21
// X8R8G8B8 = 22
// A1R5G5B5 = 25
// X1R5G5B5 = 24
// R5G6B5 = 23
ForceBackBufferFormat = 0

// 0 = Don't force a DepthStencil format. Any other value is interpreted as a D3DFORMAT value.
// D24S8 = 75
// D24X8 = 77
// D16 = 80
ForceDepthStencilFormat = 0

// 0 = Don't force any FSAA mode, any other number indicates number of samples, for instance 2, 4 or 6.
ForceMSAAMode = 0

// 0 = Don't force resolution. If both are set, the indicated resolution will be enforced.
ForceWidth = 0
ForceHeight = 0
Hopefully you can use some of my ideas.

P.S. Glædelig Jul.
   
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Mineria
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Default 12-07-2011, 23:32 | posts: 2,895 | Location: Denmark

Quote:
Originally Posted by CeeJay.dk View Post
Looking good so far.
But I really hoped that it would be possible to adjust the settings on the fly from inside a game.
Also I would like to see the ability to use a .ini file to configure what variables to change from inside the game, the minimum and maximum values and the increment to change them in.
This way adding in support for my shaders will be easy, which it won't be if shader support is hardcoded into the program.

P.S. Glædelig Jul.
Takker lige over

If you haven't seen it, all source code is available here: http://www.assembla.com/spaces/fxaa-pp-inject

There are some visible limitations with FXAA, so I will more or less hardcoded to stick within these, but that goes only for limit checks, which means that I move some calculations for static values from rendering code to configuration code.
That should improve the rendering speed somewhat.

Most of the C++ h files will remain as they are, since the configuration GUI only allows faster/easier adjustments than editing with notepad.
So you will still have full support for manual adjustments.

I don't have the source code for the dll files either, so can't really change some things I would love to change.
Like making it possible to select which key to use for disabling/enabling the entire shader passes, adding the GUI which I'm working on as overlay and so on.
Overlay is needed to make it work while you look at the game, plus I need it to make a redirecting device reset request, so we can see the changes on the fly.

Another thing that could be nice is to centralize it for a game list, automatic directx version in use detection ... think I can keep going on.

But first I will focus on finishing it as a gui to quickly adjust the settings, all other things can come later.

Last edited by Mineria; 12-07-2011 at 23:42.
   
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  (#537)
yosef019
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Default 12-08-2011, 03:15 | posts: 1,287 | Location: Israel - Haifa

where get fxaa tool??????????
   
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Raiga
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Default 12-08-2011, 05:08 | posts: 972

Quote:
Originally Posted by CeeJay.dk View Post
Did you know that ENB series can load other d3d9.dll 's after itself?
You can use both ENB and either the FXAA or SMAA injector.
Yepp, already using another DLL [Proxy] for custom color tones, sharpen and other minor details (the FXAA PP ).

---


Quote:
Originally Posted by Mineria View Post


Still a lot of work thou
That is some amazing work with the GUI.

Suggestions(if its viable):

1. Would it be possible to show values in a text box to the right of each slider, which could also have a feature to edit those values. But at the same time the values could revert to slider presets by just moving the slider back again, it would greatly help.

2. It would also be great if the whole settings/values in a GUI could be saved into a separate file and then import in another system, something on the lines of export/import profiles or settings. (I think this will have certain issues if more PP features are added to the Pack)


Last edited by Raiga; 12-08-2011 at 05:21.
   
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Mineria
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Default 12-08-2011, 23:56 | posts: 2,895 | Location: Denmark

Quote:
Originally Posted by Raiga View Post
Suggestions(if its viable):

1. Would it be possible to show values in a text box to the right of each slider, which could also have a feature to edit those values. But at the same time the values could revert to slider presets by just moving the slider back again, it would greatly help.

2. It would also be great if the whole settings/values in a GUI could be saved into a separate file and then import in another system, something on the lines of export/import profiles or settings. (I think this will have certain issues if more PP features are added to the Pack)

Thanks.

I'm not much for adding text boxes since the values are going from 1 to 9 within some good visible limits.
But, this also covers your 2nd suggestion, there will be one settings file as now in which you can do micro adjustments with decimals between 1 and 9.
That also means that you can share that file with other PC's / games.

I will add a reset (resets to actual settings before any sliders where touched) and a save button thou.

Also a help button or tooltips that tell a bit more about the different options.
   
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  (#540)
Burnt_Ram
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Default 12-09-2011, 18:25 | posts: 5,867 | Location: British Columbia

Quote:
Originally Posted by spajdrik View Post
Nowhere for now, its hardcoded to HIGH.
SMAA injector 1.1 is hardcoded to high? i thought it was on low ...
   
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  (#541)
tsunami231
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Default 12-09-2011, 18:59 | posts: 2,283 | Location: USA

would be nice if this tool has a readme to explain how to use it. cause I download last night and started it, but it didnt do anything that i could see so i must of been missing something

I was talking about the tool (gui)

Last edited by tsunami231; 12-09-2011 at 22:28.
   
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Burnt_Ram
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Default 12-09-2011, 20:03 | posts: 5,867 | Location: British Columbia

Quote:
Originally Posted by tsunami231 View Post
would be nice if this tool has a readme to explain how to use it. cause I download last night and started it, but it didnt do anything that i could see so i must of been missing something
SMAA 1.1 comes with a readme? unless you're talking the FXAA injector?

anyhow, heres the SMAA readme. and, IMO is better than FXAA. doesn't blur the image.

injectSMAA v1.1
Description
- adds "Subpixel Morphological Antialiasing" to an application
- is based on "injectFXAA" (written by "some dude")
- is supposed to work only with directx 9, directx 10, directx 11, x86 applications
- may be incompatible with any other form of antialiasing
More information at http://mrhaandi.*************/.
SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.
http://www.iryoku.com/smaa/

Install
If the game uses DirectX 9, put all files from the d3d9 directory into the directory containing the game executable.
If the game uses DirectX 10/11, put all files from the d3d10 directory into the directory containing the game executable.

Uninstall
Remove the files.

Notes
You may need to run your applications as administrator (required to write the logfile).
Do not use this tool while playing on anti cheat enabled servers (may be detected as a cheating measure)!
Do not mix d3d9 and d3d10 the files.
Install the latest DirectX runtime.
A "log.log" file is created to log behaviour/ bugs. Look inside to get additional information.
If the "log.log" file is not created then you use the wrong "*.dll" or you put it into the wrong directory.
Try to put the files into different directories before saying it doesn't work.

Keys
PAUSE : Enable/Disable FXAA
PRINT SCREEN : Screenshot

Changelog
v1.1
-Fix: (d3d9) GTA4 AlphaTest issue
-Fix: (d3d9) GTA4 DepthStencil issue
v1.0
-Add: SMAA
   
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  (#543)
Shadowdane
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Default 12-09-2011, 22:19 | posts: 644 | Location: Virginia

Quote:
Originally Posted by Burnt_Ram View Post
SMAA injector 1.1 is hardcoded to high? i thought it was on low ...
Actually its set to the Ultra preset, see this post on the SMAA blog.



Swartz hat gesagt… Just took a look into the dll a little while ago and found that that the preset being used is SMAA_PRESET_ULTRA.

For those wanting to edit the functions of the SMAA, go into SMAA.h with notepad or whatever and find SMAA_PRESET_ULTRA near the top of the file. Just change the values defined under it to experiment with it.
   
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tsunami231
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Default 12-09-2011, 22:32 | posts: 2,283 | Location: USA

i was talking about the (gui) tool enabling AA in games wasnt working so ment readme about that
   
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tsunami231
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Default 12-10-2011, 06:21 | posts: 2,283 | Location: USA

in the one game i test smaa, I got a bigger hit to performance using smaa then i did with 8x AA built in the game. But SMAA definitely better then FXAA
   
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Cyrosis
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Default 12-10-2011, 07:15 | posts: 1,560 | Location: US

Quote:
Originally Posted by tsunami231 View Post
in the one game i test smaa, I got a bigger hit to performance using smaa then i did with 8x AA built in the game. But SMAA definitely better then FXAA
Either the 8X AA isn't working right, or the SMAA isn't working right, as the performance hit is quite minor under normal circumstances.
   
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tsunami231
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Default 12-10-2011, 07:21 | posts: 2,283 | Location: USA

game i tested as it all i got atm
1080p High setting
Requiem Online
140 FPS No AA
120 FPS 2xAA 4x and 8x
91 FPS SMAA

And yes AA is working right in the game, even if use AA threw nvidia CP i have better performance with normal AA or MSAA from the drivers then and SMAA

I could be just the game As i know the game is poorly programed for a dx9 game

Just tested in the witcher

1080p highest setting

100 FPS No AA
89 FPS 2x AA
85 FPS 4x AA
66 FPS SMAA

This is standing out side of kalkstien house I dont see much diffrence PQ wise between AAx2 or AAx4 vs SMAA but I get hit alot more loss in performance. Maybe it cause the gpu?

Last edited by tsunami231; 12-10-2011 at 07:35.
   
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  (#548)
DJSmak69
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Default 12-10-2011, 13:52 | posts: 3 | Location: Midlands, Leics

I'm getting 1-2fps less difference compared to in-game post AA in BF3, SMAA definitely looks better, less blur and better at 45deg angles. Combined with MSAA it looks sick
   
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  (#549)
X7007
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Default 12-10-2011, 17:34 | posts: 732 | Location: ISRAEL

It doesn't seem to work in WoW, i dont see no effect, using application-Controlled , and SMAA 1.1 inside WoW folder and ingame 1x means no AA.
trying to click Pause and nothing happens.

FXAA is on 1 on Nvidia Inspector. 290.36

EDIT : Ha ok i managed to run it but still there are alot of things which doesn't AAed

Last edited by X7007; 12-10-2011 at 17:43.
   
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  (#550)
dchalf10
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Default 12-11-2011, 00:40 | posts: 4,044

Do you need to have the FXAA injector to make SMAA work, as in; is it just a mod for the FXAA injector or will copying the files automatically make SMAA work?

How does it execute when the game launches?
   
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