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Re: Anyone interested in having native ReShade support?

Posted: Sat Sep 21, 2019 10:04 am
by Darksaber
Yep I can confirm that also

thanks Trev

It doesn't seem to be problem in skirmish or mission, though you do have to select a target where as in the PPG, the ring are already targetted from the start

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 5:52 am
by blue_max
Thanks for the hints guys -- the targeting computer enable/disable tip helped me a lot when fixing this issue.

@Darksaber and @Darhan, please try this version:

https://www.dropbox.com/s/ogyk6nfz2wd3u ... b.dll?dl=0

In this version I've fixed the black artifacts, the game no longer hangs when closing and it even works with ReShade in Win7.

If you guys can confirm that it works for you, I'll pack it up in a formal release. If something else is broken, please let me know. I could not get XWA to run properly on a Win7 virtual machine; but I was able to rescue a 10-year-old gaming laptop with an nVidia card and I was able to repro the problem there. I'm actually amazed that this old laptop could run DC+Bloom+VR at a decent framerate.

The problem was in MainPixelShader: I co-opted this shader to do something else and removed the "discard" instruction in it -- this looks fine in Win10; but it blacks out portions of the screen in Win7. The blackout was happening when rendering the small green bracket that shows sub-components in the targeted crafts and in the Tech Library.

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 6:17 am
by blue_max
Because photo-or-didn't-happen, this is XWA running on Win7 with both native bloom and one of ReShade's bloom effects:
xwa-win7-reshade-1.jpg

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 6:34 am
by Darksaber
Yep I can confirm it now works properly, and great it doesn't hang when you close XWA, thanks again.

The bloom really brightens up the game, plus I've removed the illumination from the hangar, as it doesn't need it any more, well apart from any part that should be illuminated, you no longer get the over saturated black effects on the walls

I think I'll have to remove the illumination from all the pilots in the craft as they sort of glow now lol

It a real pitty that this can't be made into it's own Hook, I take it your Ddraw.dll is a fork of Jeremy's DDraw.dll??

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 7:00 am
by blue_max
Thanks for confirming that it works on your side, Darksaber, I'll make a formal release soon -- and thanks for your comments!

Anything that is illuminated in an OPT gets bloom now, so yes, pilots have a small bloom because of this :P The Nav buoys also get a lot of bloom and a few other objects may need to be updated as well.

Maybe in the future someone (maybe me?) might be able to put all of this in a hook. Yes, this ddraw is up-to-date with Jeremy's work as of Jul 2019 and it supports the 32-bit mode hook as well.

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 7:28 pm
by DarHan
Sorry for the late response, but I can also confirm that everything’s working fine now, including with ReShade.

Re: Anyone interested in having native ReShade support?

Posted: Mon Sep 23, 2019 11:49 pm
by DarHan
Update: I just had the Wes-Janson-est grin ever.

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 5:58 am
by blue_max
I'm glad you're enjoying the bloom shader, DarHan! Thanks for confirming that it works on your side. You're combining both ReShade and the native bloom shader, right?

Here's the official release:

https://www.dropbox.com/s/pzz5de9cson4g ... 6.zip?dl=0

I've added more bloom levels (to a maximum of 9) and the Turbolasers now have their separate bloom strength setting. I'm also including a new default bloom.cfg that (subjectively) feels like it may have a better quality than the previous release, so you may want to try version 1.0.6 as well.

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 1:49 pm
by Kampher
I just wanted to chime in and thank you blue_max for your work on this!

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 4:22 pm
by blue_max
Kampher wrote:
Tue Sep 24, 2019 1:49 pm
I just wanted to chime in and thank you blue_max for your work on this!
No problem, I'm glad you're enjoying the shader!

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 6:56 pm
by DarHan
@blue_max Yes, I’m combining the bloom shader with ReShade. I had to remove one ReShade effect for it to look nice, but it’s pretty much perfect now.

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 8:03 pm
by Kampher
The only issue I seem to be having is the Depth Buffer for ReShade seems to be broken again, and I can't seem to get it to work. It's a finicky thing.

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 8:25 pm
by DarHan
Now that I look at it, the depth buffer is indeed broken. I hadn’t really noticed that AO wasn’t working on my setup.

Re: Anyone interested in having native ReShade support?

Posted: Tue Sep 24, 2019 9:57 pm
by Trevor
I beleve blue_Max was working on that before, or at least mentioned that he had moved it for vr or something.

Trev

Re: Anyone interested in having native ReShade support?

Posted: Wed Sep 25, 2019 9:38 pm
by blue_max
Just out of curiosity: How did you guys make AO work in XWA with ReShade (before using my version of ddraw)? Did you disable the HUD altogether? (Rendering the targeting computer punches a big hole in the bottom so that would mess up AO right away...)

Does ReShade's AO come back if you disable the native bloom shader?

Yes, I'm considering implementing a native AO shader as my next project... maybe ;)

Re: Anyone interested in having native ReShade support?

Posted: Thu Sep 26, 2019 3:33 pm
by DarHan
I haven't had the occasion to test if removing the shader makes AO work again, but here's my ReShade.ini file: https://pastebin.com/HKmGcfc9

The settings I used to make it work before are PreprocessorDefinitions in the GENERAL section, and the entire DX11_BUFFER_DETECTION section.

Re: Anyone interested in having native ReShade support?

Posted: Sat Sep 28, 2019 12:53 pm
by Darksaber
@Blue_Max, have your turned off the Alt+Ctrl+A in the last DDraw.dll as turning off bloom doesn't work now, it's handy to have to compare when it's on or off in flight

Re: Anyone interested in having native ReShade support?

Posted: Sat Sep 28, 2019 10:07 pm
by blue_max
Yeah I turned the keyboard shortcut off. I can put it back in, though, no problem. You can also disable it in bloom.cfg and apply the change by pressing Ctrl+Alt+L

EDIT: I've just re-enabled Ctrl+Alt+A to toggle the Bloom effect here:

https://www.dropbox.com/s/9g02moulh3pd4 ... 6.dll?dl=0

The reason I disabled that shortcut was because I use that it as a generic "Apply-whatever-I'm-working-on" debug switch (hence the "A"). I'll keep that shortcut for the bloom effect going forward, though.