There is still much work ahead. "some dude" already warned me about GTA4's unforgiving rendering pipeline and still I wasn't able to get it right from the start.
injectSMAA v1.1 focuses on d3d9 and especially GTA4. It seems to work on my system (see screenshots).
Some people report problems with Skyrim (the screenshots look like confused RGB<->sRGB). I could not reproduce the bug on my (GeForce GTX 560 Ti) system. Maybe some modifications to SMAA.fx can help those people (like changing "SRGBTexture = true;" <-> "SRGBTexture = false;" or "SRGBWriteEnable = true;" <-> "SRGBWriteEnable = false;") but is not recommended.
For more information visit the "injectSMAA" page.
Mittwoch, 30. November 2011
Dienstag, 29. November 2011
injectSMAA v1.0
You maybe have heard of "some dude" who created "injectFXAA" to inject antialiasing into games.
I was wondering whether it is possible to inject SMAA (subpixel morphological antialiasing) in the same way. Apparently - it is.
To be honest, the hardest part was to find "some dude" and get his source code. Some parts had to be changed and it seems to work quite well with SMAA. I even managed to get rid of "pDevice->CreateDeferredContext failed" in Unigine Heaven 2.5.
Maybe the changes introduced incompatibilities with "injectFXAA"-compatible games.
Lets see how this little project evolves.
For more information visit the "injectSMAA" page.
I was wondering whether it is possible to inject SMAA (subpixel morphological antialiasing) in the same way. Apparently - it is.
To be honest, the hardest part was to find "some dude" and get his source code. Some parts had to be changed and it seems to work quite well with SMAA. I even managed to get rid of "pDevice->CreateDeferredContext failed" in Unigine Heaven 2.5.
Maybe the changes introduced incompatibilities with "injectFXAA"-compatible games.
Lets see how this little project evolves.
For more information visit the "injectSMAA" page.
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