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Inject SMAA ?

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First post, by antrad

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Since this is my first post here, first I would like to thank dege for his great work. I've found out about dgVoodoo last year and since then I have been using it in many old games and with great results.

Few months ago I played Splinter Cell and when you force AA in that game the water is not rendered properly. It is a minor issue that happens in only three places in the whole game and it is already reported, but can't be fixed. So, I am curious, would using SMAA instead of MSAA fix this, since it is a post processing method like MLAA, but without all the blurring ?

There is injectSMAA available, but for Directx 9 games and newer and it works great. Of course I have no idea how all this works, I'm just asking if it would be possible to implement SMAA in dgVoodoo and force it like that:
http://mrhaandi.blogspot.hr/p/injectsmaa.html

Thanks.

https://antonior-software.blogspot.com

Reply 2 of 6, by antrad

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Truth Unknown wrote:

You can use ReShade, just set it up for D3D10 and select the SMAA from the shaders it will download.

Thanks for the tip. I never used reshade before, but I managed to get it working. Like I expected, with SMAA there is no problem with water.

So, to run this game perfectly you need three dlls: dgVoodoo to fix the shadows, ThirteenAG's widescreen fix and reshade for antialiasing 😵

Nevertheless, I think native SMAA support in dgVoodoo 2 would be a great feature, since it avoids issues like this water thing, and another benefit is that since it is a post-processing method it works for edges of textures too, not just models, and is great for grass, foliage, fences and other 2D elements that tend to be aliased in 3D games.

https://antonior-software.blogspot.com

Reply 3 of 6, by Dege

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I don't want to add ReShade-like functionality into core dgVoodoo (ReShade is way greater anyway 😀 ), but SMAA antialiasing options could be included after all, into the 'Antialiasing' combo box on the CPL.

Reply 4 of 6, by antrad

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Dege wrote:

I don't want to add ReShade-like functionality into core dgVoodoo (ReShade is way greater anyway 😀 ), but SMAA antialiasing options could be included after all, into the 'Antialiasing' combo box on the CPL.

Thank you for considering it, that would be great.

https://antonior-software.blogspot.com

Reply 5 of 6, by antrad

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Dege wrote on 2018-02-28, 20:51:

I don't want to add ReShade-like functionality into core dgVoodoo (ReShade is way greater anyway 😀 ), but SMAA antialiasing options could be included after all, into the 'Antialiasing' combo box on the CPL.

I am again in a situation where forcing AA in a game causes issues (white outlines around objects) and using Reshade crashes the game.
Was anything ever been done about supporting SMAA natively in dgVoodoo ?

https://antonior-software.blogspot.com

Reply 6 of 6, by Dege

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It came up earlier but I didn't want to just copy-paste the SMAA shader into dgVoodoo so nothing was done to make this happen. 😐
Anyway, if post processing will ever be improved with such things then it should be done in a more general way, I think, to support adding arbitrary techniques.