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)!
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.
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".
PAUSE : Enable/Disable FXAA
PRINT SCREEN : Screenshot