HBAO+ Compatibility Flags Thread

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

  1. RealNC

    RealNC Ancient Guru

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    4d 65 72 72 79 20 78 6d 61 73
     
  2. kanuuna

    kanuuna New Member

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    I decided to try out Hex editing using the guide in the first post. Unfortunately, I don't have any direct comparison screenshots, but there's what I got for Deus Ex: Human Revolution Director's Cut (DX11)

    Project CARS 0x0016000

    From
    Code:
    76 10 00 82 77 30 53 0E 02 00 00 00
    To
    Code:
    76 10 00 82 77 [U][B]8[/B]0 5[B]D[/B] 0[B]7[/B][/U] 02 00 00 00
    
    Also, for whatever reason I couldn't get my changes to load when I inserted the nvwgf2um.dll in the .exe directory. Only replacing the file in the Windows folder did the trick for me. I tested this with driver version 359.06 and with the inspector AO setting set to High Quality.

    Basically the changes to the Project Cars flag should make it far less thicker. I wasn't able to go around the whole game since I don't have any saved games, but I didn't notice any significant issues with the edit. There's some weird spots in the first walk-and-talk segment you can't skip where it flickers or happens to show through a tinted window, but I didn't notice it happening during gameplay or other sequences I played.

    Apparently I can't post links or images here without 5 more posts, so you'll have to see how it looks for yourself.
     
  3. MrBonk

    MrBonk Ancient Guru

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    Might need to be in a different directory maybe than the .exe. Or might be the wrong one even. Hard to say.
     
  4. Gitaroo

    Gitaroo Member

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    I use Hawken one, works great beside it shows up on menu.
     

  5. DirtyDan

    DirtyDan Master Guru

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    Timeshift - 0x0000002D (MechWarrior Online)

    HBAO+
    [​IMG]

    No AO
    [​IMG]
     
  6. MrBonk

    MrBonk Ancient Guru

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    A little compressed, but enough to see the difference. I'll add it.
     
  7. CK the Greek

    CK the Greek Maha Guru

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    Has anyone found till now a good way to have hbao in Fallout 4 ? (without a massive fps loss ofc..). And without bleeding?
     
  8. robertmor52

    robertmor52 Master Guru

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    Do someone know how to enable AO in DCS world 1.5/2.0???...it doesnt work anymore since those versions come out...
     
  9. kanuuna

    kanuuna New Member

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    I played some more of DE:HR Director's Cut (DX11) with the edited Project CARS flag. It's far from perfect with fog (sometimes shows through, other times works fine), and there's some dialogue sequences where it flickers, though not all that violently. It's hard to recommend as is, though when it works it does look alright.

    I also briefly tested the same flag with Tomb Raider in DX11. Looks better than the default Project CARS flag there, too, but the changes I posted don't really fix the issues it has by default. It's just more subtle.
    Worth noting on the case of Tomb Raider: you need to disable Post-Processing in the options to disable the default SSAO. Changing the SSAO setting in the options actually doesn't do anything. So if you want HBAO, you'll miss bloom etc.
     
    Last edited: Jan 10, 2016
  10. 256k

    256k Member Guru

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    anyone has already an HBAO+ bit for Dragon's Dogma Dark Arisen? it will be out on 4 days, but it's already leaked, so if anyone has it, it would be good to have an HBAO+ bit for the release date
     

  11. MrBonk

    MrBonk Ancient Guru

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    Not surprising it lumps it's PP all in one uber pass like some others. (Cough, most UE3 games in the last 3 years or so)
     
  12. Gitaroo

    Gitaroo Member

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    Reshade AO works but performence drop is quite big and bleeding is bad. Test with RE 6, RE5 and Revelation bit, not working.
     
  13. Zyrusticae

    Zyrusticae Active Member

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    Funny revelation: after wrestling for hours trying to get the AO to respect bloom and the UI in Blade & Soul, I find out that just changing the second parameter match masking bit (00 00 00 00) fixes the issue. (Also has to be the right insertion point, naturally. Very interesting how that PMM changes that.)

    Really wish I had a manual for this stuff now. So much trial and error. Well, at least I got results in the end!

    Anyway, here's the custom AO profile for Blade & Soul:
    AE B8 80 18 00 00 B0 18 85 50 BF 0A 00 00 00 00

    It's probably a bit dark (edit: after looking at the comparison pics again, yes, it is VERY dark... whoops. Changed strength to 'A', seems to work better. Screenshots updated.). Also haven't had a chance to check how well it works outside of character creation, so it may bleed through fog (and it DOES bleed through god rays). I'll likely update this again after headstart begins.

    Comparison pics:

    No AO #1 | In-game AO Enabled #1 | HBAO+ Enabled #1 (Strength B) | HBAO+ Enabled #1 (Strength A)
    No AO #2 | In-game AO Enabled #2 | HBAO+ Enabled #2 (Strength B) | HBAO+ Enabled #2 (Strength A)
    No AO #3 | In-game AO Enabled #3 | HBAO+ Enabled #3 (Strength B) | HBAO+ Enabled #3 (Strength A)

    I threw in some in-game AO pics, but note that the in-game AO is bugged when using SGSSAA (which I am using in those shots). It's still obviously really bad AO, however.

    As for Dragon's Dogma, has anyone tried the custom profiles for Dragon's Dogma Online for it? I'm not pirating the game, so I can't check it until release.

    Edited to add:

    I've found Project Cars's profile (0x00160000) actually works with Warframe. However, it's so incredibly subtle (even at strength F) that I have a hard time telling it's on without a direct screenshot comparison.

    No AO #1 | HBAO+ Enabled #1
    No AO #2 | HBAO+ Enabled #2

    I have found that one easy way to tell whether or not it's working in-game is to simply press escape while staring at your character's back. When going into the menu, your character gets taken out of the depth buffer (note that this also happens with reshade's AO, meaning it's a quirk of the game, rather than a bug), so the AO that was on them disappears. Very useful for testing, to say the least.
     
    Last edited: Jan 12, 2016
  14. roxahris

    roxahris Member

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  15. kanuuna

    kanuuna New Member

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    Shame, I guess there's some experimenting to be done with DD then. If nothing ends up working in the end, hopefully Boris' ENB will provide another solution.
     

  16. MrBonk

    MrBonk Ancient Guru

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    Could probably be fixed easily if the bleeding is just the problem through fog.
     
  17. 256k

    256k Member Guru

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    It looks a bit... "Soft", it just looks strong because of the fog, but on the map and characters it's almost invisible
     
  18. roxahris

    roxahris Member

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    It's not the fog causing problems, but the transparent textures used for spell effects, halos around lights, and smoke.

    For example, the halo around enchanted weapons, and the spells around the boss. Also in the previous shot, around lanterns.
     
  19. Zyrusticae

    Zyrusticae Active Member

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    That is indeed the sort of thing that can only be fixed by messing around with the insertion bits and PMM bits.

    I'm currently messing around again with DDON, maybe I can figure something out.

    Edit: Have you tried using my settings for it?

    AE 38 00 18 00 00 00 18 65 20 B8 08 00 00 00 00

    It won't solve the issue, but it might make it a bit less egregious.

    The weird thing is that turning off that one PMM bit for Blade & Soul fixed this exact issue for me in that game, but DDON's profile doesn't have that bit set, so something else has to change.

    Time for more trial and error, eh?
     
    Last edited: Jan 12, 2016
  20. MrBonk

    MrBonk Ancient Guru

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    I say fog because that's how the driver pretty much sees it.
    Look at my post for Tales of Zestiria for an example of this.

    Fog fade off, Fog amount if done right could potentially fix it.
     

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