Results 1 to 25 of 102

Thread: Enable FXAA in Dx9, Dx10 and Dx11 Games Now by some dude! # Version 9

Threaded View

  1. #1
    Xtreme Enthusiast
    Join Date
    Mar 2010
    Location
    Istanbul
    Posts
    606

    Enable FXAA in Dx9, Dx10 and Dx11 Games Now by some dude! # Version 10

    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
    Last edited by kaktus1907; 12-04-2011 at 01:45 PM. Reason: added latest version

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •