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Fxaa Injection Tool released (Graphical User Interface)
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Mineria
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Cool Fxaa Injection Tool released (Graphical User Interface) - 12-10-2011, 23:14 | posts: 3,070 | Location: Denmark

FXAA Post Process Injection Tool

Based on the work of Timothy Lottes.

FXAA Post Process Injection injects different post processing methods to games, like Anti Aliasing, Sharpening, Bloom, Color Tones etc.

FXAA is a cost effective Anti Aliasing process done in one single pass, which means that it has virtual no impact on the overall system performance.
That allows us to add additional passes and still keep the system requirements extremely low.

It even comes with a graphical user interface, which only needs to run if you want to to make quick adjustments, the FXAA shaders are fully independent from it.



FXAA Tool User Guide

Using the shaders is pretty straight forward.

  • Place the FxaaTool folder anywhere you like.
  • Start FXAA_Tool.exe and add the game exe's or bin's root folder on the tools game list. (if mygame.exe is located in C:\mygame, you just browse to C:\mygame and add that path)
  • You can switch between games by selecting them on the list.
  • Requirements:Microsoft .NET Framework 4 Client Profile

  • All junctions, symbolic links and user setting files are added and removed automatically.
  • Note: If a dx9 or dx10/11 dll is found in the games directory, the tool will not add the game to it's list, neither will it create any links/files.
    If you wish to use the tool with such games, create a backup of those dll's before removing them and adding the game to the list.
  • Important: Always take a backup of FXAA.s3db (your user settings) before updating to a new version of the tool.

All source code used for the tool, with exception of d3d9.dll source code, is available on SVN: https://subversion.assembla.com/svn/fxaa-pp-inject/

Shaders included so far:
  • FXAA - Anti Aliasing
  • Pre Sharpen - Removes FXAA created blur on edges
  • HDR - A HDR effect alike shader
  • Bloom - Makes light texture colors bleed into the scenery
  • Tonemap - Adjusts gamma, exposure, saturation, bleach and defog
  • Technicolor - A three-strip color process, like found on old movies
  • Sepia - Adds Sepia tones to the scenery
  • Anaglyph - For usage with Anaglyph 3D glasses
  • Vignette - Adds a frame around the scenery
  • Post Sharpen - Another way to Removes FXAA created blur on edges
  • Final Limiter - Adds option to limit the color output
  • Splitscreen - Adds splitscreen views, original vs shader
  • Noise - Adds noise as dots and lines
  • Radial - Adds from center drawn radial blurred lines
  • ScanLines - Adds horizental lines
  • CustomShader - Add your own shader into CustomShader.h, 2 toggles and 6 sliders available for it in the GUI

As for fxaa and shaders core code following people deserve credit:

Timothy Lottes
HAANDI
[some dude]
BeetleatWar1977
[DKT70]
fpedace

CeeJay.dk
The MPCHC Team
Hawthorne


All GUI C# code and some arrangement in the fxaa/shaders code is done by me (Violator)

The latest release can be downloaded here: FxaaInjTool

Note: Currently only DirectX9 is fully supported. DirectX10/11 support will be added together with the integration of SweetFX.
DirectX8 to 9 conversion is supported with the added ENB files.







Revision release notes:

Hg16 (SVN are newer builds)

This time I integrated a game list into the tool, so now you can place the FXAA Tool anywhere you like, games are then added and removed via this list.
All junctions, symbolic links and user setting files are added and removed automatically.

SVN14

New game list menu.
Added 3 shaders, Anaglyph, Vignette and Final Limiter.

SVN15

Added popup for system right permission, required for disk I/O
This fixes exception crashes for users that run with UAC enabled

SVN19

Anaglyph shader file adjustment
Additional checks added to eliminate exceptions upon file operations
Some changes to Vignette calculation
Changed color preview objects to add the alpha transparency channel
Some minor design changes

SVN 28


SplitScreen Implementation (using shader code from SweetFX)

SVN 66


Now with SQLite, which means that the tool can do a bit more than earlier version.
Game List function changed so that a game name can be added.
Added option to change a games path, note, you will have to manually copy the files, this is more the start for a profile sharing option, I will add export/import later,
so that users can share profiles and the tool creates the needed links automatically after a game name + folder has been selected.

SVN 67

I forgot to add a directory check to save the shader configuration to the game folder.
Fixed with this version.

SVN 75

Fixes a regional issue with 3 dots that needed to be removed, which caused a crash on US style regional systems.
Game profile sharing added, you can export and import fxaa game profiles and share them among your friends.

SVN 79


The dialog box used for entering the game's name interprets hitting return,
this to avoid confusion, the text in the Game List is no longer editable.
Editing there does nothing anyway.
Added tooltips to when the mouse is moved over the shader names
Partial DirectX 10 support, a few shaders needs to be fixet to work with Dx10
Added Tonemap blueshift to the GUI and database.
Also included alter query that will update a users existing database file with the new field.

SVN 89

Fixes a bug that came with the addition of BlueShift in SVN 79.

SVN 95

Effect Chain selection is ready for usage, remember to set them even for already added games and click the save button afterwards, else the game might crash, since I use the actual shader pass names in the gui and db.
Updated Bloom to use BT709 alike calculation from MPCHC, I think the colors are presented more accurate with it.
Updated the HDR shader, had some code in it that wasn't needed, and made it more like the changes seen in SweetFx
Fixed game crash when AA is disabled with DirectX10 games

SVN 97

A few shader update and an addition to Vignette.
Unfortunately does adding alpha transparency to the pass technique cause artifacts, something probably needs to be changed in how the shaders get injected to make it work without issues, unless it is the fxaa code itself.

SVN 100

New shaders added: Noise, Radial and ScanLines
Now with 9 effect chain selections, you can use the 9th, NoPass for a custom shader
GUI redesigned slightly

SVN 101

Fixes a bug with the effect chain selection for the newly added list boxes.
Fixes a bug that made maximum on the noise amount slider use the minimum amount.

SVN 110

Support for custom shader added, check the CustomShader.h file for details, 6 sliders and 2 toggles are added to the GUI.
Some minor performance and memory optimizations.

Last edited by Mineria; 11-29-2012 at 22:01.
   
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gerardfraser
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Default 12-10-2011, 23:41 | posts: 1,447 | Location: Canada

Gret job thank you.Runs off to play with it.
   
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spajdrik
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Default 12-10-2011, 23:42 | posts: 1,114 | Location: Czech Republic

Thanks for releasing this Mineria.
So if i run this tool, run a game, alt tab from game, make some adjustments in FXAA TOOL, go back to game, it applies immediately?
   
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Mineria
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Default 12-11-2011, 00:22 | posts: 3,070 | Location: Denmark

Quote:
Originally Posted by spajdrik View Post
Thanks for releasing this Mineria.
So if i run this tool, run a game, alt tab from game, make some adjustments in FXAA TOOL, go back to game, it applies immediately?
Yes, that is what it does, I would love to get rid of the alt-tabbing need thou.

@allGurus

I forgot to correct something in the user setting file thou, so will upload a new version straight away.
Will look at the bug I get with High Quality Sharpen later, I disabled it and forgot to flag it to zero in the user settings.
FxaaInjTool r20

Last edited by Mineria; 12-11-2011 at 00:24.
   
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spajdrik
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Default 12-11-2011, 00:25 | posts: 1,114 | Location: Czech Republic

Great job Mineria, downloading r20 then :-)-
   
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Mineria
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Default 12-11-2011, 00:52 | posts: 3,070 | Location: Denmark

Quote:
Originally Posted by spajdrik View Post
Great job Mineria, downloading r20 then :-)-
If you browse the source code and get the file shader.fx submitted with r21, disabling AA is possible.
Will upload a compiled version later when I got some more changes put in.
   
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Gaizokubanou
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Default 12-11-2011, 01:57 | posts: 1,234

Quote:
Originally Posted by Mineria View Post
If you browse the source code and get the file shader.fx submitted with r21, disabling AA is possible.
Will upload a compiled version later when I got some more changes put in.
Really appreciate it. I'm in my dummy mode ATM so I'll just wait for this for now.
   
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Default 12-11-2011, 02:08 | posts: 692 | Location: Spain

Theres no way to do this for everything so you dont need to put it on a game?
   
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Thumbs up 12-11-2011, 02:56 | posts: 1,244 | Location: Americas

Thanks Mineria. I hadn't even tested FXAA much until now, but your app finally makes it worthwhile.
   
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Mineria
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Default 12-11-2011, 04:00 | posts: 3,070 | Location: Denmark

Quote:
Originally Posted by Death_Lord View Post
Theres no way to do this for everything so you dont need to put it on a game?
There probably is, I just don't know how to make it central without a driver injection method.
With that it would even be easy to add game profiles and alike, and probably even get rid of alt tabbing and max minimizing.
   
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Default 12-11-2011, 04:52 | posts: 216 | Location: England

Awesome little UI, thank you very much.

I know you said you didn't want to, but a visual indication of the actual numerical value set for each slider (maybe centred in the middle of the slider, at the bottom) would be absolutly awesome. I find myself setting things up via the sliders, then having to open the files up (out of curiousity I suppose, got used to setting numbers) to see the actual values. You could put them in a tool tip for when you mouse over the actual slider arrow if you don't want to clutter the (nice and simple, clean) UI.

If you ever change your mind, I'll buy you a virtual beer.

Last edited by Psycho101; 12-11-2011 at 04:54.
   
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Default 12-11-2011, 05:08 | posts: 198

thanks man ITS awesOME
   
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Mozaik
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Default 12-11-2011, 10:37 | posts: 454 | Location: Croatia

I didnt use the FXAA,but now with your tool i will give it a try,thanks man.Agree about more info with the sliders like the number of samples etc.
   
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Anth Seebel
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Default 12-11-2011, 10:48 | posts: 147 | Location: somewhere called australia

Thanks Mineria, awesome FXAA GUI tool.
   
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Default 12-11-2011, 11:21 | posts: 3,000

Thank you very much Mineria
   
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Default 12-11-2011, 11:24 | posts: 2,266 | Location: Ireland

Thanks Mineria. Your work is much appreciated.
   
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Default 12-11-2011, 11:56 | posts: 1,013 | Location: not hiding anyway

Merci beaucoup, much appreciated yep !
   
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Default 12-11-2011, 12:43 | posts: 45 | Location: Sweden

You might want to take a look at the SMAA injector as well, maybe it would be possible to offer both types of post-AA in this tool.

I personally prefer SMAA over FXAA, for the simple reason that it leaves the overall sharpness of the original image almost completely intact. If anyone wants to try the SMAA injector, make sure to disable any overlays like Afterburner or even the Steam overlay in the Steam Options.
   
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Mikedogg
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Default 12-11-2011, 12:49 | posts: 2,865 | Location: The Freak Show - Earth.

This is ****ing sweet. Was hoping someone would build a UI for it, cheers.
   
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Default 12-11-2011, 14:19 | posts: 1,557 | Location: Temeswar,Romania

Wow..this tool is amazing. Thank you!
   
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Mineria
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Default 12-11-2011, 15:55 | posts: 3,070 | Location: Denmark

Quote:
Originally Posted by Psycho101 View Post
Awesome little UI, thank you very much.

I know you said you didn't want to, but a visual indication of the actual numerical value set for each slider (maybe centred in the middle of the slider, at the bottom) would be absolutly awesome. I find myself setting things up via the sliders, then having to open the files up (out of curiousity I suppose, got used to setting numbers) to see the actual values. You could put them in a tool tip for when you mouse over the actual slider arrow if you don't want to clutter the (nice and simple, clean) UI.

If you ever change your mind, I'll buy you a virtual beer.
I'm adding a tooltip on the sliders showing their 1 to 9 values and an infobox at the bottom that tells what it does plus the value parsed to the injection.
Will release a new build later this night when I'm done.
I should also be able to reach adding a save and reset button.
   
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Mineria
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Default 12-11-2011, 15:58 | posts: 3,070 | Location: Denmark

Quote:
Originally Posted by BlueSteel View Post
You might want to take a look at the SMAA injector as well, maybe it would be possible to offer both types of post-AA in this tool.

I personally prefer SMAA over FXAA, for the simple reason that it leaves the overall sharpness of the original image almost completely intact. If anyone wants to try the SMAA injector, make sure to disable any overlays like Afterburner or even the Steam overlay in the Steam Options.
I will get in touch with the developers of SMAA, could be nice if we could have an SMAA/FXAA switch (use what you prefer) and add the other shaders on top of both.
   
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andressergio
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Default 12-11-2011, 16:24 | posts: 848 | Location: Montevideo-Uruguay

much thanks for this but i have to be honest i dont know how to usit it :/ im trying with AC revelations copied all files to the dir of the exe but i dont see much improvements

if anyone can help me i appreciatte very much
cheers to all
Sergio
   
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Raiga
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Default 12-11-2011, 17:21 | posts: 1,053

Awesome Tool...

All hail "Mineria"

   
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tsunami231
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Default 12-11-2011, 18:03 | posts: 3,496 | Location: USA

Quote:
Originally Posted by Mineria View Post
I will get in touch with the developers of SMAA, could be nice if we could have an SMAA/FXAA switch (use what you prefer) and add the other shaders on top of both.
I like the tool, I also prefer SMAA over FXAA do to how FXAA mess text up, but last time I tested SMAA I got a bigger hit in performance from usa SMAA then use Nvidia CP/In game AA

Tested in Witcher.
1080p
Ingame AAx4 with Vsync no noticable performance hit very lil jagges.

FXAA with vsync and in game AA disabled I get huge performance hits drops to like mid 30's when looking at characters, for a very little difference between it on and off.

as Far as FXAA and SMAA go on my pc and gpu I get way better performance with Ingame AA and nvidia CP AA then I do with either FXAA or SMAA.

they only exception is Pcsx2 and it GSDX plugins built in FXAA which has minimal performance hit compared to AA.

Last edited by tsunami231; 12-11-2011 at 19:48.
   
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