une solution AA pour les cartes Directx 10 sur SimHQ:
ici: http://simhq.com/forum/ubbthreads.php/t ... ost3362361
Antialising (et plus)... une solution pour les cartes DX10
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Topic author - Jeune Pilote
- Messages : 1433
- Inscription : 31 janvier 2003
Antialising (et plus)... une solution pour les cartes DX10
#1Mon PC de la mort qui tue... pas vraiment:
GA-970A-DS3 - FX-6300@3.5GZ- 8GB RAM @ 1600Mhz - GTX 570 CUDAII - WD 500GB SATA3 CAVIAR BLUE- Windows 7 32bits
GA-970A-DS3 - FX-6300@3.5GZ- 8GB RAM @ 1600Mhz - GTX 570 CUDAII - WD 500GB SATA3 CAVIAR BLUE- Windows 7 32bits
#2
si on lit le readme sa dit qu'il est deconseiller d'y jouer en multi sous peine d'etre auto ban
http://www.checksix-forums.com/showthre ... ost1193701beta version 9! 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.
In some games (e.g. Portal 1 or 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
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 shader.fx.
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