What's wrong with lossless .png?
:knock:ReShade will not be turning everything off when online play is detected... Only access to the Depth buffer and presumably any effects that...
There are some single player games that require network access (or lock features if not connected to the network). Could these possibly be...
No. Steam's overlay intercepts the output before any current injector can currently hook in.
Another simple optimization tip I've personally found very useful is to express polynomial approximations in a particular variant of factored...
You and Crosire should be very glad that Civ BE just came out and I'm preoccupied porting and updating my map script from Civ V... Otherwise, I'd...
I'm pretty confident that the SMAA team is doing this during post processing in the DX10 demo (part of the SMAA v2.8 source code). They're...
Quoted from SMAA.h: "The first step is to render using subpixel jitters... it's as simple as moving each vertex position in the vertex shader."...
I'll need to do some digging and refresh my memory on SMAA's combine pass but from what I recall Temporal supersampling itself does not require a...
I never actually tried implementing any of the CIE Lab detection methods into SMAA itself. I'm sure it would noticeably slow SMAA though as it...
I had SMAA and the SweetFX suite working in DX10/11 (tested in Tomb Raider among other games no less) with the latest eFX (no FXAA as I don't care...
Is SMAA not working due to the preprocessor defines written into it? If so, I might find some time to convert it to HLSL 4.1 if it helps.
You're gonna have to take this one up with CeeJayDK (assuming you're using a DX10 SweetFX/eFX combo released by him). eFX, and therefore Crosire,...
I've already done SMAA/SweetFX in DX10, though, as I've said, I have no plans to release it. See my previous post. As far as specific game...
I'd like to respond to your PM, but I can't due to my low post count, so I'll post here since it's kindof relevant. I'm not looking to share my...
umm what? DXGI.fx is the master shader for SweetFX in DX10/11 games. CeeJay has already released D3D9.fx for DX9 games. If you're having issues...
If you do the user-configured script that allows us to set variables, you don't have to implement a frame counter too. We should be able to write...
So far as I can tell, the variables being set inside the .dll cannot be set through HLSL. XP-dev apparently doesn't have a "download repository"...
T2X is Temporal Supersampling. It doesn't require a Supersampled frame at all. Instead, it jitters each frame on the subpixel level and then...
Is the source for this available somewhere? DX9, DX10, both? I might do it.