Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > Technical threads

Technical threads All discussions about technical issues

Reply
 
Thread Tools Display Modes
  #1  
Old 10-20-2011, 05:43 PM
heidelbergensis heidelbergensis is offline
Approved Member
 
Join Date: Mar 2008
Posts: 14
Default

Guys, be aware that at the end of the thread on the BIS forums, there is a link towards a much improved version, called FXAA_PPI and with additional features....

Try it, it really deserves a look!

http://forums.bistudio.com/showthread.php?t=123121
Reply With Quote
  #2  
Old 10-20-2011, 05:55 PM
Tvrdi
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by heidelbergensis View Post
Guys, be aware that at the end of the thread on the BIS forums, there is a link towards a much improved version, called FXAA_PPI and with additional features....

Try it, it really deserves a look!

http://forums.bistudio.com/showthread.php?t=123121
cant find...only found A2FXAA V0.22b. which is only for AA2 I believe...

Last edited by Tvrdi; 10-20-2011 at 05:57 PM.
Reply With Quote
  #3  
Old 10-20-2011, 06:01 PM
heidelbergensis heidelbergensis is offline
Approved Member
 
Join Date: Mar 2008
Posts: 14
Default

It´s on thread answer #128.

The direct link to the fileset is

http://www.assembla.com/spaces/fxaa-pp-inject/documents

Last edited by heidelbergensis; 10-20-2011 at 06:05 PM.
Reply With Quote
  #4  
Old 10-20-2011, 08:28 PM
heidelbergensis heidelbergensis is offline
Approved Member
 
Join Date: Mar 2008
Posts: 14
Default

This configuration for the injFX_settings.h looks fantastic on my screen....


/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
//#define USE_BLOOM *NOT WORKING
#define USE_TECHNICOLOR
#define USE_TONEMAP
#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.85; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.010; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0233; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.1


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 4; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.15 // 1.00 = Max
#define TechniPower 5.0 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
//#define Gamma 1.10
#define Gamma 1.20
#define Exposure 0.00
#define Saturation 0.05 // use negative values for less saturation.
#define BlueShift 0.05 // Higher = more blue in image.
#define Bleach 0.05 // Bleach bypass, higher = stronger effect
#define Defog 0.055 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 0.5 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 1.1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
Reply With Quote
  #5  
Old 10-20-2011, 08:32 PM
Tvrdi
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by heidelbergensis View Post
It´s on thread answer #128.

The direct link to the fileset is

http://www.assembla.com/spaces/fxaa-pp-inject/documents
thanks
Reply With Quote
  #6  
Old 10-21-2011, 03:49 PM
ACE-OF-ACES's Avatar
ACE-OF-ACES ACE-OF-ACES is offline
Approved Member
 
Join Date: May 2010
Location: NM
Posts: 2,248
Default

Quote:
Originally Posted by heidelbergensis View Post
It´s on thread answer #128.

The direct link to the fileset is

http://www.assembla.com/spaces/fxaa-pp-inject/documents
Thank you heidelbergensis!

This new version is much nicer!

Now there is no need to edit CoD config files to use DX09 in that this new version supports DX10!

And easy to use! It does not get any simpler than this! Just drop the files/folders into your game's root directory and wa-la! I mean you would have to 'try' and F that up to F that up (read dont read the readme.txt)

I tried it online last night.. Tried a few servers, never got kicked or any warnings of cheating this or that, so, for now STEAM seems to be fine with it.

Now I just need to see if it truly fixxes the 'jaggies' at far distances.. In that no one was online last night that I could find.. I did see a few blimps that looked much smoother at distances, and thier 'dot's at far distance looked better too.. and the transtion from dot to outline of a blimp was.. well not smooth but at least I did not loose sight of it

Down side is Ill bet once I get all the settings the way I like it, Luither will pop in and say they got a patch to enable AA in the game
__________________
Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
Reply With Quote
  #7  
Old 10-20-2011, 10:36 PM
Havoc04 Havoc04 is offline
Approved Member
 
Join Date: Jul 2010
Posts: 55
Default

Quote:
Originally Posted by heidelbergensis View Post
Guys, be aware that at the end of the thread on the BIS forums, there is a link towards a much improved version, called FXAA_PPI and with additional features....

Try it, it really deserves a look!

http://forums.bistudio.com/showthread.php?t=123121
FANTASTIC!!!!! WOW great find!!! It gives a nice amount of contrast with a tinge of darkness.. LOOKS bloody BRILLIANT cant get over how it looks!!! worth the install!!
Beautiful Sharpness to Textures and a vintage look

Before


After


Excellent !!

Last edited by Havoc04; 10-20-2011 at 10:46 PM.
Reply With Quote
  #8  
Old 10-20-2011, 10:56 PM
Tvrdi
Guest
 
Posts: n/a
Default

Iits nice but I lowered the red a bit...
Reply With Quote
  #9  
Old 10-21-2011, 04:26 AM
CWMV's Avatar
CWMV CWMV is offline
Approved Member
 
Join Date: Mar 2011
Posts: 758
Default

So these later versions dont have any more AA effect than the original? I didnt notice any difference.
EDIT: Ok now I do.
Less AA
Hideous bloom/sephia effect

Going back to the first one lol!
__________________
Quote:
Originally Posted by banned View Post
Just fix the friggin thing you boof heads. It's getting boring now. Only 11 people on the whole thing. Yawn.

Last edited by CWMV; 10-21-2011 at 04:59 AM.
Reply With Quote
  #10  
Old 10-21-2011, 10:36 AM
Dano Dano is offline
Approved Member
 
Join Date: Oct 2007
Location: Petersfield UK
Posts: 1,107
Default

Quote:
Originally Posted by Havoc04 View Post
FANTASTIC!!!!! WOW great find!!! It gives a nice amount of contrast with a tinge of darkness.. LOOKS bloody BRILLIANT cant get over how it looks!!! worth the install!!
Beautiful Sharpness to Textures and a vintage look


Excellent !!
Each to their own, it's no wonder we see such heated discussion over the colour palette
__________________
i5 2500k - Asus P8P67Pro - Crucial M4 64GB - 8GB DDR3 - Geforce Ti 560 1GB - Xonar DG - W7 X64 SP1
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:41 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.