HBAO+ Compatibility Flags Thread

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by MrBonk, Mar 3, 2014.

  1. pedigrew

    pedigrew Master Guru

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    Sure, I will test again later, thanks for the info.
     
  2. MrBonk

    MrBonk Guest

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    That's disappointing. The SSAO is terrible from what i've seen, it's barely a step above Bloodborne which was abysmal in quality. You can see clearly in the bullshot downsampled marketing screenshots the SSAO just turns into a thick black drop shadow almost.

    I wish Nvidia would've gotten them to implement HBAO+ instead.
    Then again, aside from Shadow Resolution and the Precision of the MB. It's a straight console port with KB&M control. For the performance recommendations i've seen, doesn't seem justified considering the low end hardware in the PS4 nets them close to 30FPS. (Even if the frame pacing is **** and there are a lot of drops)

    Feels like Dark Souls II was a fluke, it had significant enhancements over the last gen console versions and ran very well. The DX11/PS4 version had slightly better visuals but on PS4 ran at nearly a stable 1080p60 with no frame pacing issues.
     
    Last edited: Apr 14, 2016
  3. robgrab

    robgrab Guest

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  4. Zyrusticae

    Zyrusticae Guest

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    Reshade only working in offline mode makes it useless to me. Can't play Souls games offline, feels like it defeats the whole point.

    I, too, tried every combination of bits I possibly could to get HBAO+ working with the game. Nothing sticks. Very weird. I wonder what DS3 is doing differently from pretty much every other DX11 game I've messed with...
     
    Last edited: Apr 14, 2016

  5. MrBonk

    MrBonk Guest

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    Interesting!
    Looks nice.

    Also: I've never mentioned this before, but I love your avatar. George Liquor, AMERICAN. :cheers:
    https://www.youtube.com/watch?v=E9SBd4y9opY
     
  6. camomille

    camomille Guest

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    Reshade's Depthbuffer works perfectly for me online, i tried now, i also tried with a dsr resolution but it just gave me a black screen. Reshade disable steam overlay btw.
    http://screenshotcomparison.com/comparison/169599
    edit : ok actually depthbuffer only shows with standard 16-9 resolutions so it has nothing to do with dsr itself, wikipedia-16/9
    edit 2 : FE 31 80 89 63 50 86 0A 00 00 00 00 , i just mixed insertion bits from 0x00090000 and parameters bits are from this flag 0x00140000, didn't noticed bleeding or flickering now, but it could happen. http://screenshotcomparison.com/comparison/169608 it will need some tweaks i think to fit well, but that's a good start :)
     
    Last edited: Apr 15, 2016
  7. robgrab

    robgrab Guest

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    Thanks! I just assume most people don't know who he is. He was always a scene stealer in the Ren and Stimpy Show.
     
  8. tsunami231

    tsunami231 Ancient Guru

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    to me the 660gtix modern, then again I usual only upgrade my gpu after 2-3+ gens pass, or my GPU dies.

    as for SKyrim i use the built in flags (0x00000029) win 10 i never changed it so maybe some time I will try flag (0x00000032) then agian this is for win 7 only.

    0x00000029 listed in topic is modified from official one that i never did, not sure I really want to Hex edit a Nvidia file if it could be done threw Nvidia inspector and save that way as custom setting I might bother.
     
    Last edited: Apr 15, 2016
  9. Zyrusticae

    Zyrusticae Guest

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    So it turns out that the resolution issue was why HBAO+ wasn't working for me. Very strange. At any rate, that tidbit solved the problem for me, so thank you, camomille, for the info!

    Game looks MUCH better when areas in shadow don't look flat shaded. A shame nothing can be done for all light sources besides the sun not casting shadows, though.
     
  10. MrBonk

    MrBonk Guest

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  11. Does anyone have experience on how driver-added HBAO+ and ENB cope together in Skyrim? I believe ENB specifies use of a form of SSAO.
     
  12. roxahris

    roxahris Guest

    It works, but ENB's AO is higher quality so there isn't much of a point unless you're just interested in quick setup.
     
  13. I see. Will soon be adding ENB to my game to test. Thanks.
     
  14. MrBonk

    MrBonk Guest

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    ENB AO higher quality than HBAO+?
    That's a good one.



    ______

    Overwatch needs better AO. It's not very good.
    The AA is also likewise terrible. Even the SSAA.
     
  15. ToasTinButtered

    ToasTinButtered Guest

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    0x00000004 - New "SEGA Genesis & Mega Drive Classics" Bedroom Hub

    Preset #1 "Fast": http://screenshotcomparison.com/comparison/171962
    Preset #2 "Simple": http://screenshotcomparison.com/comparison/171963
    Preset #3 "Good": http://screenshotcomparison.com/comparison/171965
    Preset #4 "Beautiful": http://screenshotcomparison.com/comparison/171966
    Preset #5 "Fantastic": http://screenshotcomparison.com/comparison/171967

    --------
    There is a reason why I put quotation marks on each of the preset names. :(
     
    Last edited: May 6, 2016

  16. DirtyDan

    DirtyDan Guest

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    yeah it is very very bad.
     
  17. I noticed now in the NVCP AO description (still use nvidia Profile Inspector since it's faster) that it says in the last sentence that "Nvidia's SSAO algorithm is not compatible with DirectX 12 titles. Does this mean not compatible with DirectX 12 feature level 12_0 effects or does it include DirectX 12 feature level 11_0 effects? Since DirectX 12 is similar to DirectX 11 except for a few additions, I wonder if it can still be forced? If not, perhaps a DirectX 12 compatible HBAO+ injector can be created now that it is open source.
     
  18. roxahris

    roxahris Guest

    Objectively so. For one, driver injected HBAO+ still doesn't take normals into account, which I consider a huge point in ENB's favour. Obviously, this wouldn't be true if we were talking about HBAO implemented into a game.
    And if you're using any of the other lighting features in ENB, like skylighting or indirect lighting, they can't take the HBAO into account, nor can they influence the AO as they do when using ENB's own.
    Also, ENB reads certain variables from the game that allows tweaking based on the weather or location, not to mention being tweakable at all without needing to modify the driver DLLs. And, of course, less visual artefacts.
    (You can argue that it's not physically correct to modify the shading based on these parameters, but for games like these it's like saying you shouldn't put cheese on a burnt steak covered in tomato sauce.)
    This is also true for Dragon's Dogma and possibly the versions for other Bethesda games.

    Injected AO's inability to access normals is a huge problem in modern games. I was especially surprised when testing HBAO in Dark Souls 3 to find it completely destroyed some nice visual tricks in making lots of distant and flat objects seem highly detailed. I ended up going back to the game's own.
     
    Last edited by a moderator: May 6, 2016
  19. This is what Boris has to say on the topic, apparently.

    http://enbseries.enbdev.com/forum/viewtopic.php?f=28&t=4969

    ______

    The SMAA you mean? Yes, it's absolute garbage (horrid coverage, artifacting) even at the highest setting. The rendering resolution option is horribly implemented as well.
     
  20. dr_rus

    dr_rus Ancient Guru

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    It means that driver level injection doesn't work with D3D12 runtime. I don't think that there's anything precluding this from working technically but philosophically NV may not want to use any driver level control for DX12 renderers.
     

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