Enable FXAA in Dx9, Dx10 and Dx11 Games Now by some dude! # Version 10
Quote:
beta version 10! directx 9, directx 10, directx 11, x86 binaries only! may be incompatible with any other form of antialiasing! can be combined with downsampling!
do not use this tool while playing on anti cheat enabled servers (may be detected as a cheating measure)!
Install:
If the game uses DirectX 9, put all files from the d3d9 directory into the directory containing the game executable.
If the game uses DirectX 10/11, put all files from the d3d10 directory into the directory containing the game executable.
Uninstall: Remove the files.
Notes:
Do not mix d3d9 and d3d10 the files.
Install the latest DirectX runtime.
A "log.log" file is created to log behaviour/ bugs. Look inside to get additional information.
If the "log.log" file is not created then you use the wrong "*.dll" or you put it into the wrong directory.
If the "log.log" is created but the game crashes or FXAA is disabled, look where the "log.log" is created. Usually the shader files go into that particular directory.
Try to put the files into different directories before saying it doesn't work.
Some games (e.g. Portal 1, Halo 1, ...) refuse to accept the alpha channel. A general workaround (lower quality) for those is to add the following line at the beginning of shader.fx :
#define FXAA_GREEN_AS_LUMA 1
If the "log.log" contains the line "pDevice->CreateDeferredContext failed" then it just won't work.
There is a way to experiment with sharpening/custom shaders. I added an example. To activate additional sharpening filter change edit the line "//Replace this line with #include "Sharpen.h" to add a sharpening pass" in the shader file.
Note that right now sharpening is only an example that it can be done. I more-or-less copypasted a random sharpen filter to show how my mod can be modded.
Compilerlogs for custom shaders are written to "log.log".
Keys:
PAUSE : Enable/Disable FXAA
PRINT SCREEN : Screenshot
Download
Mirror
Mass Effect: NoAA FXAA
Mass Effect 2: NoFXAA FXAA
Metro 2033@Dx9: NoAA FXAA
Mafia II: NoAA FXAA
Dirt 2: NoAA FXAA
Dirt 2@Dx11: NoAA FXAA
Dirt 3: NoAA FXAA
Sacred 2: NoFXAA FXAA
Arcania: NoFXAA FXAA
NFS: HP: NoAA FXAA
Tourchlight: NoAA FXAA
Trine: NoAA FXAA
Dead Space: NoAA FXAA
World of Tanks: NoAA FXAA
GTA IV: NoAA FXAA
Shift 2: NoAA FXAA
BF2: NoAA FXAA
BFBC2: NoAA FXAA
Dragon Age 2@Dx11: NoAA FXAA
http://www.forum-3dcenter.org/vbulle...&postcount=118
FXAA Temporal is on the road..
Quote:
TEMPORAL ALGORITHM
The new algorithm makes use of 2x temporal super-sampling for much higher base quality with none of the disadvantages of the prior only spatial FXAA 3.11. Render even frames with a quarter-pixel shift to the upper left and odd frames with a quarter-pixel shift to the lower right
RUN-TIME VARIABLE RESOLUTION RENDERING
Rendered input frame can be either larger or smaller than native resolution. FXAA automatically does the re-sampling for free. Supports any fractional resolution (does not have to be a multiple of native size). Supporting up to ultra-high-quality 4x OGSSAA all the way down to 1/4x native area. Game can dynamically adapt rendering resolution to maintain desired frame rate.
MIX MSAA + OGSSAA + FXAA 2xTSSAA
This version of FXAA is designed to work really well with already filtered input. The new algorithm is based on a pure filtering approach, without any "searching" which would constrain the algorithm to a pixel grid or would cause problems when MSAA "hides edges". Use MSAA or CSAA during normal rendering and just pipe that into the new FXAA. FXAA enables free mixing of variable resolution hardware AA like MSAA, OGSSAA (ordered grid super-sampling), and TSSAA (temporal super-sampling). Game can scale to any quality level.
REALLY DAMN FAST
The current high quality setting uses only 9 texture fetches per pixel. This is the same number of texture fetches taken by FXAA 3.11 Console on PS3. Have not ported the new FXAA to PS3 or 360 yet, but there will be a direct console port!
Assuming texture bound on PC, a mid-range 560 Ti is likely able to process a 1080p frame in around 0.36 ms. Still modifying the algorithm, so don't have final numbers yet.
http://timothylottes.blogspot.com/20...date-soon.html