Recent Topics

Ads

Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

Share, discuss, and get help with addons for Return of Reckoning.
For most available addons, visit Idrinth's Addons site.
Forum rules
Before posting in this forum, please read the Terms of Use and visit Idrinth's Addons site for most available addons.
User avatar
Gachimuchi
Posts: 525

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#331 » Mon Jun 13, 2016 3:18 pm

Doesn't work... I end up with :? :

Code: Select all

13/06/2016 11:07:40:058 [04520] | WARN  | > Successfully compiled effect with warnings:

S:\Program Files (x86)\WARHAMMER\ReShade.fx(14, 2): preprocessor warning: Could not find application profile, falling back to default
At the very least lightmaps work still... as I didn't back up my original binkw32 I'm kinda stuck with this.
Zuuka - Okayzoomer - and many others
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room

Ads
User avatar
Sildur
Posts: 181
Contact:

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#332 » Mon Jun 13, 2016 3:47 pm

Gachimuchi wrote:Doesn't work... I end up with :? :

Code: Select all

13/06/2016 11:07:40:058 [04520] | WARN  | > Successfully compiled effect with warnings:

S:\Program Files (x86)\WARHAMMER\ReShade.fx(14, 2): preprocessor warning: Could not find application profile, falling back to default
At the very least lightmaps work still... as I didn't back up my original binkw32 I'm kinda stuck with this.
It's working fine, this is just a warning. See "Successfully compiled effect with warnings:"
Press F11 to toggle it on and off.
Image

User avatar
Qualor
Posts: 8

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#333 » Tue Jun 14, 2016 3:54 am

Thanks very much for making this work with light maps enabled! It was the main reason I haven't used SweetFX/Reshade with Warhammer Online earlier.

I have one problem though. I am using an AMD card (HD7950), and I can't get forced MSAA through RadeonPro (or the AMD driver settings) to work. If I follow the settings from the screenshot in the first post for RadeonPro the FXAA does work, but I'm not a big fan of it. If I untick FXAA in RadeonPro but leave AA at 8x (or any other setting) or try to force it through the driver settings directly, no AA is applied in-game.

Is there any way to force MSAA to work instead of a post processing type of anti aliasing like FXAA (blurs too much imo) or SMAA (grainy text)? The changelog suggests this has already been changed: is this for nVidia cards only?

I still think the improved sharpness would be worth the loss of (MS)AA, but both would be awesome :D .

Thanks!
Xaphos - DoK
Morgoul - Zealot
Razoul - AM
Norseman - BW

User avatar
Sildur
Posts: 181
Contact:

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#334 » Tue Jun 14, 2016 4:18 am

Qualor wrote:Thanks very much for making this work with light maps enabled! It was the main reason I haven't used SweetFX/Reshade with Warhammer Online earlier.

I have one problem though. I am using an AMD card (HD7950), and I can't get forced MSAA through RadeonPro (or the AMD driver settings) to work. If I follow the settings from the screenshot in the first post for RadeonPro the FXAA does work, but I'm not a big fan of it. If I untick FXAA in RadeonPro but leave AA at 8x (or any other setting) or try to force it through the driver settings directly, no AA is applied in-game.

Is there any way to force MSAA to work instead of a post processing type of anti aliasing like FXAA (blurs too much imo) or SMAA (grainy text)? The changelog suggests this has already been changed: is this for nVidia cards only?

I still think the improved sharpness would be worth the loss of (MS)AA, but both would be awesome :D .

Thanks!
The nvidia inspector profile is only for nvidia gpus. Can't really help you with RadeonPro since I don't have an AMD gpu, so you gotta try it on your own :/
Image

Flashbulb
Posts: 1

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#335 » Mon Jun 20, 2016 7:41 pm

GIVE THAT MAN A COOKIE ! Thank you alot for this gem ! It's not the same game anymore !

User avatar
Sildur
Posts: 181
Contact:

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#336 » Mon Jun 20, 2016 11:52 pm

Flashbulb wrote:GIVE THAT MAN A COOKIE ! Thank you alot for this gem ! It's not the same game anymore !
Hehe, *nom nom*, thanks :P
Image

User avatar
Jaycub
Posts: 3130

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#337 » Tue Jun 21, 2016 12:22 am

Make any new discoveries or working on anything sildur? Also a thousand thank yous for making that file to allow .dll shaders to work with lightmaps.
<Lords of the Locker Room> <Old School>

User avatar
Sildur
Posts: 181
Contact:

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#338 » Tue Jun 21, 2016 4:35 am

Jaycub wrote:Make any new discoveries or working on anything sildur? Also a thousand thank yous for making that file to allow .dll shaders to work with lightmaps.
Managed to dump the shaders of warhammer, but the code is a mess and I don't have much free time to look into it currently. Also it's HLSL, I'm more into GLSL, it's similar but not the same.
Image

Ads
User avatar
Sildur
Posts: 181
Contact:

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#339 » Tue Jun 21, 2016 8:49 pm

Lost my backup of data.myp, could someone upload it?
Image

User avatar
Elven
Former Staff
Posts: 5161

Re: Sildur's Enhanced graphics - Working Lightmaps!

Post#340 » Tue Jun 21, 2016 8:51 pm


Who is online

Users browsing this forum: No registered users and 7 guests