SMAA method!!

Discussion in 'Videocards - AMD Radeon Drivers Section' started by amine4ever, Apr 10, 2016.

  1. amine4ever

    amine4ever Member Guru

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    Hi everyone, i have a little question for amd users, what is the AA method that you are using with the last games and the last amd drivers.
    i'm looking for using SMAA S2x, SMAA T2x, SMAA4x, any infos about a way to inject them?
     
  2. vase

    vase Ancient Guru

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    yes, i turn off msaa in every game and use sweetfx to inject smaa and also a little sharpen and color tweaks to make games look more like reality and not like a movie (with this grainy / gray filter over the whole image)

    https://sfx.thelazy.net/downloads/

    i dont use the "new" reshade framework (http://reshade.me/) because i dont like the gui, its too bloated. actually i really hate it.

    performance gain of replacing msaa with smaa is HUGE.

    http://cubeupload.com/im/aMqN8g.jpg sweetfx off
    http://cubeupload.com/im/2LLQWH.jpg sweetfx on
    http://cubeupload.com/im/UH4oCq.jpg sweetfx off
    http://cubeupload.com/im/WSqYx2.jpg sweetfx on

    my config (for almost all games the same):
    Code:
    /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM         1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor 
    
    Process 4)
    #define USE_DPX           1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like 
    
    look similar to technicolor.
    #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their 
    
    original saturation.
    #define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause 
    
    banding artifacts.
    #define USE_DITHER        0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts 
    
    (mostly caused by Vignette)
    #define USE_SPLITSCREEN  0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.08           // (0.08-0.20) Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 32      // [0-98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 25        // [0-100] Determines the percent of antialiasing to apply to corners.
    
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 0        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 2.0   // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.055  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 2        // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0  // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                             // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                               
    // -- Debug sharpening settings --
    #define show_sharpen 0   // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 21.50
    #define BloomPower 1.5
    #define BloomWidth 0.0220
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.2  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  0.82  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11        //[0.0 to 1.0]
    #define TechniPower  2.8         //[0.0 to 8.0]
    #define redNegativeAmount   0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount  0.88 //[0.0 to 1.0]
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   10.0  //[1.0 to 15.0]
    #define Green 8.0  //[1.0 to 15.0]
    #define Blue  8.0  //[1.0 to 15.0]
    
    #define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.40  //[0.6 to 0.2]
    #define GreenC 0.36  //[0.6 to 0.2]
    #define BlueC  0.34  //[0.6 to 0.2]
    
    #define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.010, 1.000, 1.010)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.025, 0.985, 1.015)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.030, 1.030, 1.015)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.12        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.05 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original 
    
    saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.35  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image
    
    
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop 
    
    than even numbers)
    #define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 
    
    split, 5 = Horizontal 25/50/25 split
    
    
    disable or enable bloom & hdr to your personal liking.
    the rest of the config is basically the coloring, the sharpening and the SMAA

    PS: actually i just see that gta v is a bad example to show off smaa effectiveness because i disable MSAA but i still leave FXAA enabled which does a good job already. but i will give you another comparison, wait :)


    Fallout 4 SweetFX with SMAA disabled: http://cubeupload.com/im/uoQ9Gt.jpg

    Fallout 4 SweetFX with SMAA enabled: http://cubeupload.com/im/Raarbe.jpg
     
    Last edited: Apr 10, 2016
  3. BetA

    BetA Ancient Guru

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    doesnt reshade only have smaax2
    as far as i know theres no chance atm to use smaax4 via injector. ONLY if teh game has it build in..

    you could go over to the Reshade forum and see if theres some news about smaax4..

    --> http://reshade.me/forum/index
     
  4. vase

    vase Ancient Guru

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    well he was asking about smaa 2x as well, so for that he can use sweetfx and/or reshade framework
     

  5. Noisiv

    Noisiv Ancient Guru

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    I really like the latest trend of everyone pushing for temporal AA,
    but sadly you can't inject any of these temporal implementations.

    Depends on a game, but
    VSR (2560x1440, 3200x1800) + FXAA/SMAA is usually quite nice.

    My gripe is not being able to reliably force 50Hz at VSR resolutions, and VSR not always working (as expected).
     
    Last edited: Apr 10, 2016
  6. amine4ever

    amine4ever Member Guru

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    @vase i like your screens i'll try your settings and see what it looks like in games like the witcher 3.
    about reshade, how do you know that it's using smaa or smaa2x?
     
  7. OnnA

    OnnA Ancient Guru

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    @vase :) and everybody !
    Time to upgrade your Old Reshade to -> 1.1 with SweetFX (yes Old style, copy to game dir ;-))
    It is faster and have better implementation, also it's less-buggy :nerd:

    Reshade 1.1 with SweetFX 2.0b + Shaders by Ioxa (High-Pass Sharpening & High-Pass Contrast Enhancement)

    Here -> My Mega

    And something for nerds :pc1:

    Mega Dir, all soft in -> Zz Gamers Soft You NEED
     
    Last edited: Apr 10, 2016
  8. WhiteLightning

    WhiteLightning Don Illuminati Staff Member

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    reshade is at 2.0.3f1 atm , is the 1.1 better then this one ?
     
  9. vase

    vase Ancient Guru

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    OnnA! [​IMG]
     
  10. amine4ever

    amine4ever Member Guru

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    the 1.1 is for the old method installation, just copy and paste, but it's the same result.
     

  11. amine4ever

    amine4ever Member Guru

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    can you explain how to use smaax2 please?
     
  12. vase

    vase Ancient Guru

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    i guess it's smaa only to be honest.
     
  13. OnnA

    OnnA Ancient Guru

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    Hi, some of us don't like new Reshade Injection method that's all :) (besides it's not always working, check forums)
    Now i'm only using my custom 1.1 with add-ons
    :nerd:
     
  14. amine4ever

    amine4ever Member Guru

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    so maybe someone can tell how we can push the quality of smaa injection to the max?
    by playing with the last sweetfx 2.0 settings:



    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
    #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

    // -- Advanced SMAA settings --
    #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

    // -- SMAA Predication settings --
    #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
    #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.
    #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
    #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.

    // -- Debug SMAA settings --
    #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
     
    Last edited: Apr 10, 2016
  15. vase

    vase Ancient Guru

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    exactly.
    you place yourself at a spot where not much movement is happening but you can see edges there. like some buildings...
    then you make a screenshot of the first setting.
    minimize game.
    change ONE value by lets say 20% and maximize game and take screenshot again.
    do this with as many values as you have time and also try out the different non scalar values (the modes)
    be reminded that minimizing and remaximizing only resets sweetfx settings if you run in fullscreen mode.
    if you run windowed or borderless you will have to turn off and turn on sweetfx with your hotkey to make the changes.

    that way in the end you may have 20-50 screenshots depending on how much time you wanted to spend.
    open those screenshots with a good image viewer (like irfanview), make them all fullscreen, and then ALT+TAB between them back and forth to get the best possible comparison method.
     

  16. amine4ever

    amine4ever Member Guru

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    i found this on reshade forum:

    #define SMAA_THRESHOLD 0.05 //[0.05 to 0.20]
    #define SMAA_MAX_SEARCH_STEPS 112 //[0 to 98]
    #define SMAA_MAX_SEARCH_STEPS_DIAG 20 //[0 to 16]
    #define SMAA_CORNER_ROUNDING 50 //[0 to 100]

    // -- Advanced SMAA settings --
    #define SMAA_EDGE_DETECTION 1 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1]

    // -- SMAA Predication settings --
    #define SMAA_PREDICATION 1 //[0 or 1]
    #define SMAA_PREDICATION_THRESHOLD 0.001
    #define SMAA_PREDICATION_SCALE 0.6
    #define SMAA_PREDICATION_STRENGTH 0.4
     
  17. Seren

    Seren Master Guru

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    Every time I try with SMAA I get issues with Text, no-matter what settings I use...
    Is it something to do with my card?
    Also I notice FXAA is absolutely awfully blurry and the MLAA in AMD's settings completely screws over text as well...
    MSAA and SSAA are completely fine though.
     
  18. amine4ever

    amine4ever Member Guru

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    did you see these line in the SweetFX_settings.txt?

    #define SMAA_CORNER_ROUNDING 50 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
     
  19. Turanis

    Turanis Ancient Guru

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    For Fallout 4: FXAA+SMAA (SweetFX,Reshade) is great.No Lumasharp.
    For TW3: SMAA.
    For GTA V: FXAA+SMAA.
    Or you can try Amd Radeon AA settings.

    TAA(Temporal AA) is like TXAA.
    Forget about in-game MSAA and TXAA! They use way too much of memory and performance and gives bad results - textures are blury, but yet aliasing remains on edges.
     
  20. amine4ever

    amine4ever Member Guru

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