HBAO+ Compatibility Flags Thread

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

  1. Gitaroo

    Gitaroo Member

    Messages:
    24
    Likes Received:
    0
    GPU:
    Geforce 670/2 gigs
    hi guys, how do I deal with games that uses generic game.exe. I tried to create new profile and add the game.exe it says it has already been used. I duplicate the game.exe and call it something else it tells me I need to have steam running.
     
  2. Dreadmoth

    Dreadmoth Member

    Messages:
    26
    Likes Received:
    0
    GPU:
    MSI 1070Ti Titanium
    Add the game .exe to the new Nvidia Inspector profile as an application absolute path (instead of .exe name) using the drop-down option here.
    Did this recently for Descent 3 (MAIN.EXE seems pretty common) in order to force antialiasing.
     
    Last edited: Dec 18, 2015
  3. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    OK the OP is completely done with all the new information including all of the Insertion Logic Bit information that I have available. DX10+ is incomplete because I don't have that info sorry.

    I also added an image to help people who want to modify AO flags to posted settings for any given game below the Spreadsheet
    [​IMG]
     
  4. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080

    WOW, OK. How did I never not see this before. Would you mind if I steal this image to use??
     

  5. Dreadmoth

    Dreadmoth Member

    Messages:
    26
    Likes Received:
    0
    GPU:
    MSI 1070Ti Titanium
    That's fine by me :)

    I vaguely remember reading a complaint some time ago about profiles using absolute paths sometimes not applying correctly / at all - maybe a bug resulted in the option not becoming well-known.
    It seems to work fine now... Descent 3 with 8xMSAA + 8xTRSSAA and triple-buffered v-sync at 120FPS (check out that 1999 object motion blur implementation).
     
  6. Gitaroo

    Gitaroo Member

    Messages:
    24
    Likes Received:
    0
    GPU:
    Geforce 670/2 gigs
    sorry I have no idea how to do that:wanker:
     
  7. Dreadmoth

    Dreadmoth Member

    Messages:
    26
    Likes Received:
    0
    GPU:
    MSI 1070Ti Titanium
    Maybe this will help: >>Guide<<

    EDIT: assuming you're still talking about adding application absolute paths
     
    Last edited: Dec 19, 2015
  8. Siridon

    Siridon Member

    Messages:
    19
    Likes Received:
    0
    GPU:
    GTX 980 (1520mhz/4100mhz)
    DX9 (64bit) C:\Windows\System32\nvd3dumx.dll :)
     
  9. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    Thank you!
     
  10. pedigrew

    pedigrew Master Guru

    Messages:
    203
    Likes Received:
    1
    GPU:
    EVGA GTX770 SC ACX 2GB
    Here's a fix for Borderlands 2. Based on my testings it removes the flickering which occurs only on vegetation present in flag "21".

    Original-> EB 93 00 18 00 00 00 18 A4 80 AF 0B 00 00 00 00
    Modded-> EF 93 02 18 00 00 02 18 A4 80 AF 0B 00 00 00 00
     

  11. lowenz

    lowenz Master Guru

    Messages:
    304
    Likes Received:
    1
    GPU:
    GeForce GTX 750Ti
    Did you find some value hex-mod to remove that sad ghosting from Christmas?

    HAPPY CHRISTMAS guys! :D
     
  12. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    haha that's funny.
     
  13. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    Thank you.
     
  14. Zyrusticae

    Zyrusticae Active Member

    Messages:
    57
    Likes Received:
    0
    GPU:
    eVGA GTX 670 4GB (x2)
    Gotta ask - is there anything in the insertion logic or PMM that allows for ignoring alpha textured objects?

    Lots of games with primitive low-poly foliage that could benefit from something like that. I looked through the list but, to be honest, most of the terminology just flies over my head (or is too vague to make any conclusions off of).
     
  15. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    You could try playing with enabling the Alpha Test/blend and src alpha ones. It may have the contrary effect even though it says "Enable".

    Unfortunately the descriptions are exactly what information I have.
     

  16. pedigrew

    pedigrew Master Guru

    Messages:
    203
    Likes Received:
    1
    GPU:
    EVGA GTX770 SC ACX 2GB
    For Alpha Blend I would try XX XX 40 XX XX XX 40 XX XX XX XX XX XX XX XX XX or XX XX XX XX XX XX 4(4 or 8) XX XX XX XX XX XX XX XX XX
     
    Last edited: Dec 27, 2015
  17. Codemonkey

    Codemonkey Member

    Messages:
    16
    Likes Received:
    0
    GPU:
    Nvidia 525M 1024Mb
    How about "Life is Strange" AO flags?
    I just tried 31\2F\2C\25 and some more flags from other UE3 games. Nothing=\
     
  18. Zyrusticae

    Zyrusticae Active Member

    Messages:
    57
    Likes Received:
    0
    GPU:
    eVGA GTX 670 4GB (x2)
    Unfortunately, I haven't been making much headway into the alpha test stuff. Honestly, I have a hard time telling when the PMM is actually doing anything at all (aside from when my frame rate takes an obvious dive).

    The multiplier parameter continues to confound me. I suppose part of it is because I don't actually know how multipliers are supposed to work with regards to computer graphics, but it seems like it changes the sample radius or assumed model thickness rather than multiplying anything. Rather unintuitive.

    I did manage to make an AO profile for PSO2 that prevents the annoying hair seams - at the cost of strange and bizarre artifacts within the este (the character editor). Not sure I can do anything about that if the game just does weird stuff during that screen (and why? Why render things completely differently in character creation?).

    Basically, I changed the insertion logic from "Insert AO Match States on Draw" to "Insert AO at Present + Before Stretch Rectangle":
    AE 30 02 10

    Alternatively, "Insert AO Before Stretch Rectangle + Match States on Draw" achieves a similar effect (A instead of 3), with the bonus of getting it to work with SLI enabled (without "Before Stretch Rectangle" you get an intense flickering effect that renders the game unplayable). It's also slightly less buggy in the este, but still shows up through hair for some reason.

    I wonder if there's anything in the insertion logic I can change specifically to get it to respect game fog or particle effects. (Probably not, seeing as how this is a problem in most games with forced HBAO+, but I still want to give it a shot.)

    If only we had an Nvidia employee who could give us the down-low on all of this stuff. Crowdsourced AO profiles would save them a lot of labour and give us a lot more room to play with, right? Instead, we're blindly reaching into the dark with little more than the vaguest of guidelines. Hoo, boy.

    By the way, I came up with a Dragon's Dogma Online AO profile that greatly lessens the bleeding in fog (at the cost of being a little bit too strong on corners, my great nemesis):
    AE 38 00 00 00 00 00 00 48 20 B8 07 00 00 00 00

    Here's a picture.

    It confuses me how different the AO looks in different games even with the same settings. I could put identical settings in PSO2 and the AO is far, FAR weaker. A real head-scratcher, that. Must have something to do with how distances are represented in the depth map.

    I've already put at least a dozen hours into tweaking this stuff, just to try to figure out how it all works. I'm starting to get places, but it's still mostly trial and error at this point. Nonetheless, I'm quite happy to keep messing around with it to see what works and what doesn't. If I could get it to work perfectly in every game I play, I'd be too happy.
     
    Last edited: Dec 29, 2015
  19. MrBonk

    MrBonk Ancient Guru

    Messages:
    2,974
    Likes Received:
    72
    GPU:
    MSI RTX 2080
    If you look at my post for Tales of Zestiria you can get an idea about Fog.

    Using the Fog fade off and fog amount do make a difference.

    I was able to take fog bleeding from overbearing to gone.
    http://screenshotcomparison.com/comparison/156049
     
  20. camomille

    camomille New Member

    Messages:
    7
    Likes Received:
    0
    GPU:
    Gigabyte GTX 1070 G1
    AA off

    disable in-game antialiasing, then it will work with some profiles, start with UT...
     

Share This Page