SOTA Depth FX

Discussion in 'General Discussion' started by Gia2, May 22, 2019.

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  1. Gia2

    Gia2 Avatar

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    First of all have to thank you my personal angel Lifell from SFF14. It would have been impossible for me alone to get this result in some days.
    Full access normal maps/depth buff
    Effects activated:
    -ADOF (Depth of View)
    -RT
    -SSR ( Those fancy water reflections/reftactions, sexy rain drops, WETNESSS real time, ICE, FOG and so on)
    MXAO (shadows among 3d objects)
    Lightroom (recalc of worldwide lightning)
    This is a very bench test. Please share the effort to make this game what we dream about.

    [​IMG]
    [​IMG]
     
  2. Dinsoo

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    It is tasty!

    What is your point? If it is all dazzle, you are correct. Let me eat you and we shall see where the dazzle lay.
     
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  3. Shift

    Shift Avatar

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    can you share you reshade preset for this?
     
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  4. Lord Tachys al`Fahn

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    Wow... me likey!
     
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  5. Gia2

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    Sure the preset it will be released. But keep in mind that the above effects are made possible by a fork itself of reshade. Without it there is no normal map / depth buffer access (beside offline mode).
    A plain preset with the usual fx will be easy to release since doesnt interfiere with game itself.
    Only a dev can allow or not @Chris @Vas Corp Por
     
  6. Gia2

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    Made Upper Tears great again

    [​IMG]
     
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  7. Gia2

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    Clear example of effect on foliage:
    pre
    [​IMG]
    post
    [​IMG]

    Good Nite :)
     
  8. Gia2

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    [​IMG]
    [​IMG]
    [​IMG]
     
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  9. Xee

    Xee Bug Hunter

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    ok I have to admit I would love this as an option in settings @Chris
     
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  10. Lord Tachys al`Fahn

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    this may go a long way to changing some players' opinions on the "ugliness" or dated appearance of SotA
     
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  11. Astirian

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    I love these, keep 'em coming bro!
     
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  12. Feeyo

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    YES YES YES. @Gia2 share that mod please :D
     
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  13. Gia2

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    Heya folks i will gladly release the compiled but I really need before some more tweak. Per se right now it's still far from being perfect. More ongoin today :)
     
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  14. Gia2

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    New RT shader (Marty Mcfly - Pascal Gilcher - Nvidia DEV. If you have an Nvidia card, his code is in your PC..). Go Patreon him if you are a geek!

    [​IMG]

    Pascal:
    ...Sample uniformly (left), means in a hemisphere over the surface, dots are scattered about equidistancially. In theory, incoming light must be weighted by the cosine of the angle to the surface. Means the closer to the lower side of the sphere, the lower the weight. The RT shader doesn't do this right now so I thought how to integrate it best and came up with a different solution: instead of sample uniformly and weight based on angle, I could just switch integration domain and sample more densely where the weight is higher and then don't weight, the sample density will do that job by itself. I tried it and it resulted in less noise for the same amount of samples, so I consider this a huge win...

    This RT shader comes from Pascal Patreon alpha repo with compiled shaders for patreons.
    DX11 - Vulkan = Soft rend
    if DX12 active = RTX GPU rend (!!!)

    Custom Stormshade build

    Normal Illumination
    [​IMG]

    Real Raytraced Rays ON (no SSR, No other fx). Simple Tech Test
    [​IMG]

    SSR (Screen Surface Reflactions) uses only already rendered data no data from outside screen or occluded by objects.

    Having access to Framebuffer is something kinda important, that's why I involved DEVs about.

    Some Aerie Morning Glory (RT,SSR, ADOF) (No MXAO,SMAA)
    [​IMG]
     
    Last edited: May 24, 2019
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  15. Feeyo

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    Looks great!
    So a question, is this based on ReShade/SweetFX?
     
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  16. Gia2

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    This is a fork compiled from Stormshade. Stormshade (only for FF14)/Reshade/Sweetfx dont have depth access so only limited fx (gammas and co) will work.
    DoFs,AOs,SSR,RT etc instead require depth to basically recalculate how light handle objects and provide real time stuff. (Like enbs etc)
     
    Last edited: May 24, 2019
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  17. Gia2

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    To help comprehension about Depth access importance and why it's mandatory to fully operate real time

    Reshade/Sweetfx etc. Normal Vectors (left) + AO/IL channel (right) - No ACCESS - Nothing usable
    [​IMG]



    Custom fork
    Normal Vectors in all their beauty.
    [​IMG]

    Close to perfection -AO/IL Channel debug. It's really a wonderful output to start mess with (infos are very usable)
    [​IMG]

    This is @Feeyo the main difference from what it's already out there and what we have compiled for SOTA :)
     
    Last edited: May 24, 2019
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  18. Feeyo

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    Thanks for the info @Gia2, cant wait to use your fork.
    I would not mind at all donating some money for the work!
     
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  19. Gia2

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    Tyvm Feeyo but will be Totally free for sota community. Big thanks goes to the ff14 Stormshade Team (Nico e Lifell) for the help to provide this in sota. We have big friends in ff14 community
     
    Last edited: May 24, 2019
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  20. Gia2

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    Screen Surface Reflection

    [​IMG]
    [​IMG]

    [​IMG]

    [​IMG]
    [​IMG]
    [​IMG]
     
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