Hi, I'm Acerola and I'm a graphics programmer.
Let me show you what you've been missing:
A suite of GShade shaders for Final Fantasy XIV
License: MIT License
shouldn't you be able to add the location of the pixels to the calculated value that you later sort by, then sort the whole columns with those tuples at once, and then in the next pass you collect the slices like you do now with this spawn for every pixel but every surviving thread can now do a linear scan over the presorted column, filtering the ones it is not interrested in out (it knows what it's interrested in as of now: start and length, in the scan just ignore values which position lies outside, the remainder stays sorted)
sorry, i dont have the game and no idea to run this stuff on linux, otherwise i would probably try to cobble together a pull request.
As the title suggests, XeGTAO is extremely heavy on 4K resolution and barely reaches 60 fps on an Nvidia GeForce RTX 3070 Ti. Unfortunately, lower resolution led to some terrible grain with 4K display. There's probably not a lot that can be done but perhaps there's some optimization trick to ease the burden of the GPU? 😅
Hello Acerola, thank you for your work! I watched your video and it's very interesting even though I know little about computer graphics!
From the way you introduce the development of Auto Exposure, it explains why when I turn on and off a UI element (especially like a large window), the exposure of the whole screen changes.
Turning off Auto Exposure solves the problem, but this Fx is also important in your HDR pipeline. Would that be possible to let autoexposure ignore any UI element?
Thanks :)
Hello Ace.
I'm updating your shaders from 2.1.0 to the latest version. I'm following the instructions exactly as laid out in your guide, isn't any different than it was before but I'm getting a failure to load the shaders error even though everything is where it's supposed to be. Not very tech savvy and don't know what to do at this point. Am I missing something.
Greatly appreciate any help and ty for the shaders!
This is what my shader directory looks like.
Loved the youtube video, it taught me a lot about how post processing effects actually work. I'd love to mess around with your shaders but unfortunately they don't work on my monitors (3440 x 1440 and 3840 x 2160). So I guess put me down for supporting a fix for this. From your FAQ I'm guessing you already know the issue but I'm happy to dump any logs if needed.
22:59:08:652 [16812] | ERROR | Failed to compile GLSL shader:
0(2) : warning C7508: extension EXT_control_flow_attributes not supported
0(1653) : error C7011: implicit cast from "uvec3" to "uvec2"
22:59:08:653 [16812] | ERROR | Failed to create compute pipeline for pass 2 in technique 'AFX_XeGTAO'
When im underwater with XeGTAO enabled, I get a shadowy outline of my character which is offset up and left a little bit
Each effect is listed and applied twice. I have to go in and uncheck one of each effect every time I start the game.
I don't know why the shader does this or where else it shows up, but it's very noticeable around the character's breasts. Without any filters present the breasts are a lot smoother, but when the filter is turned on (most noticeable on highest quality) you get these very noticeable polygon shapes of the mesh or something.
If I use another shader with qUINT_mxao, there's blockiness there too, but I can use its "smooth normals" settings to reduce it:
https://www.patreon.com/posts/using-mxao-guide-54519401
I’ve enabled IL (indirect lighting), as well as two-layer. Two-layer gives you some extra settings under the ‘Double Layer’ section. It can be useful for a little bit extra fine tuning, but isn’t strictly necessary. You will want to turn on Smooth Normals though, to help reduce a little bit of the blockiness you get with a low-poly game
I can't find any tweaks that will reduce the blockiness of XeGTAO though.
I've tried replacing the preset files to revert everything to their original values, and tried adjusting XeGTAO settings but nothing seems to help.
If you can't reproduce it, it might be because I'm playing on Linux, so DXVK might be a factor.
Log:
18:05:45:161 [07724] | ERROR | Failed to compile "D:\SteamLibrary\steamapps\common\FINAL FANTASY XIV Online\game\reshade-shaders\Shaders\AcerolaFX_AutoExposure.fx": D:\SteamLibrary\steamapps\common\FINAL FANTASY XIV Online\game\Shader@0x000001875B6A0040(740,1-24): error X3655: the product of the arguments of numthreads(1148,1,1) must be less than or equal to 1024
This happens when trying to take a screenshot in resolutions higher than 4K, the exact error is for 5760x3240.
I'm using a plugin (Simple Tweaks) which has an option of temporairly increasing the game's resolution beyond what can be displayed on your monitor when taking screenshots using the in-game hotkey, but I think this would behave in the same way if you run the game at that resolution without plugins.
If it matters, I'm using ReShade 5.9.2.1760, the GPU is a GTX 1080, driver 537.13.
with the default settings in your presets the effects would not work at all on any of my games,
Deactivating these settings made it work.
Disable the xeGATO FX
Uncheck "Mask UI" on any effect that has is checked.
as stated in the title there is a problem where the XeGTAO effect is not synced with the effects in game and so it looks bad and can be disorienting
https://imgur.com/a/BxDJWDg (image for reference)
Using any AcerollaFX Preset I exhibit an issue where fireflies in Shadowbringers are "square", the issue can be easily seen by visiting Il Mheg and looks like this
Gshade: 3.5.2
Acerolla: 3.1.0
Nvidia GTX 1080 ti with 522.25 driver released on 10/12/2022
Preset: LowestQuality *but happens on any other preset
I have however found out that there is at least 1 user does not exhibit same issue while running the same preset so I am at a loss what's causing it for me but not for them.
Every time I tried using these shaders with an OpenGL game, the following error occurred:
In the XeGATAO shaders, the errors come from the CS_Denoise function receiving a uint2 as a parameter instead of a uint3. Changing that resolved the shader compilation issue.
In the Bloom shader, simply changing everything to int instead of bool also seems to solve the problem.
Any gotchas with using ReShade instead? I think an outlined list of gotchas and maybe some help from the community to document the solution may go a long ways to prevent problems.
It appears the latest version is compatible and the shaders compiled but I'm not sure if something is extremely off or not.
I'm willing to contribute documentation for it.
There was some drama regarding GShade and the outcome of it is looking like most people are migrating to vanilla ReShade. Because of that, I assume there wouldn't be much of an issue with adding back the effects that required the shader cloning?
Hey, i don´t know if i am doing something wrog but, low and medium presets workes fine, if i try to turn the high on nothing happens.
allready reinstalled gshade.
if its matter
RTX 3080
resolution 3440 x 1440, 144Hz
Heyhey, i just installed the newest update of reshade and added the newest version of your FFXIV shaders as well. Immediately the screen went black and all that was left to see was the HUD. I figured out that turning off the AO returns my image but it's suuuuper bright now for some reason. What could be the cause of this? I have not altered the presets in any way.
I got a blurry box around several job gauges when using these shaders, but not on other shaders (like the Gshade imports). I didn't modify them, and they're present on low, middle and high gameplay settings.
Jobs that are affected:
Bard (https://i.imgur.com/ZOu97Bv.png)
Astro (https://i.imgur.com/1Pnl08W.png)
Monk (https://i.imgur.com/PRJ9YK3.png)
Other jobs are totally fine.
AcerolaFX 10.1.0 GameplayHighest
p12 squares around ambient feathers
2 second video of the issue:
https://youtu.be/_V7E1xBLE38
screenshot of the issue:
https://i.imgur.com/1brzKju.jpg
Amazing GShade Preset. Wondering about HDR since you mention it on the description.
I have an HDR10 Gaming Display (1000 nits local dimming..) is there a setting somewhere or a specific preset that utilizes the HDR mode on windows? or are we only simulating HDR into normal displays.
Thanks.
Despite the engine switch and lighting updates, the game looks still not as good as it could be.
Are you planning to update this shader pack for dawntrail? I see that XeGTAO breaks the rendering and at the moment I use the builtin GTAO.
Hello, really appreciate the shaders!
I noticed that notably in Shadowbringerz zone where I currently am in MSQ the shaders make the game super bright and extra faded.
Is this correct behavior or did I mess up somehow?
It makes many of the cutscenes unwatchable because of how much light tones are used and the shaders just make them super bright.
Thanks for the help!
Seems that the auto exposure has some compiling error on high or non standard resolutions
if i go to my 4k display (3840 x 2160) it cant compile with error:
110, 1-24 error x3655 : the product of the arguments of numthreads(2040, 1, 1) must be less or equal to 1024
and even tho I know programming i have never mess with shaders nor gshade other than presets. So I dont even know where to look for the problem other than trying to find out the operation (havent found it yet)
I'm using the default AcerolaFX_GameplayLowest with just some small tweaks to color temperature and red saturation and while I really like it overall very dark areas become crushed like this and there's a big loss of detail. I'm unsure which shaders and settings to modify without inadvertently messing up other areas with normal lighting conditions. Any ideas?
The bloom effect in the FFXIV shaders are extremely bright. They blow out scenes all the time. Praetorium is a good example of this happening, but it also happens everywhere else and on people's equipment.
I've tried looking through the settings for a way of disabling or reducing the amount of blown out bloom there is, but I haven't been able to find anything.
Is this a bug? Or is there a way I can disable it/reduce it? The shaders are very, very nice other than the bloom.
Title.
Basically the issue (that Acerola also seems to be aware of) persists since the last update. When I talked to him he said it is Gshades fault and there won't be a fix on his end. When I talked to the Gshade people on discord, they say it is an issue of the shaders compatibility and to not expect a fix on their end.
Iirc on the Gshade Discord they mentioned sth. along the lines of a cloning function that ppl. used to make their shaders with no longer working, rendering all shaders that used this function useless.
Multiple re-installs didn't do anything for me (neither acerola nor gshade).
Is there any solution for this and who is at fault in the end?
Any plans to implement auto focus or mouse focus functions for the BokehBlur shader? Focus options are pretty essential when I want to get some shots of a cutscene or anything else in motion. Either way, thanks for the awesome work with all these
Hello!
GShade's update yesterday seems to have broken how presets are coded for previous iterations, I am unable to enable any presets from the install of your shaders at the moment, but there doesn't seem to be any compiling errors in the log. Enabling the features one at a time does cause their effects to show up
I'm trying to use this with the XIVLauncher flatpak on Linux. When installing ReShade_Setup_5.7.0_Addon.exe I select ffxiv_dx11.exe and proceed with all the defaults. It did not make a reshade-presets folder so I created one myself. After installing AcerolaFX files to the appropriate folders I launch the game and get errors such as:
game\reshade-shaders\Shaders\ChromaticAberration.fx":
error: F__PostProcessVS: :24:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.
and
game\reshade-shaders\Shaders\AcerolaFX_Alpha.fx":
:9:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.
:11:2: E5017: Aborting due to not yet implemented feature: Uniform initializer.
:12:2: E5000: syn
tax error, unexpected NEW_IDENTIFIER
I've attached my reshade.log for all the error messages.
ReShade.log
I've also attached images of my directories to make sure I didn't mess any of that up.
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