Open EricHu33 opened 2 months ago
Just a thought: Is this really needed considerating ppl will use memoria along moguri's mod? I mean, moguri already improves the gfx right?
Moguri is about improve the textures. While AA aims to eliminate jagged edges around 3d models.
No matter how high quality the texture is, it won't clean up the jagged edge issue.
AA feature will not conflict with other mod and can be use together. Therefore further improve visual quality.
I'm very curious if that would fix (or worsen) some of my previous tickets like #682 and #642
In worst case, FXAA will preserved those line(so not much difference). In best case, FXAA can make those line less obvious.
It depends on the setup of FXAA. And whether those line will be treated as edge when perform anti aliasing.
I'll post some screenshots once I implement it.
Moguri is about improve the textures. While AA aims to eliminate jagged edges around 3d models.
No matter how high quality the texture is, it won't clean up the jagged edge issue.
AA feature will not conflict with other mod and can be use together. Therefore further improve visual quality.
I understand, good point. But it would be good perhaps to contact the moguri devs to know if they intend to fix this problem with the jagged borders. ;) 👍
I understand, good point. But it would be good perhaps to contact the moguri devs to know if they intend to fix this problem with the jagged borders. ;) 👍
they are here :)
Moguri is about improve the textures. While AA aims to eliminate jagged edges around 3d models. No matter how high quality the texture is, it won't clean up the jagged edge issue. AA feature will not conflict with other mod and can be use together. Therefore further improve visual quality.
I understand, good point. But it would be good perhaps to contact the moguri devs to know if they intend to fix this problem with the jagged borders. ;) 👍
It's me.
But these are engine problems, not texture problems. #642 for example seems to be a problem with shader order.
As of now the game only support Unity5's MSAA. With an additional FXAA we can reduce many aliasing parts on the screen.
The actual impl is pretty straightforward. (Basically all FXAA impl on the market are using NVDIA's single header library - FXAA 3.11) .
Will post some results here once I've got the time to working on this.
The actual visual result should be same as appliying FXAA with 3rd-party shader pass inject tool such as Reshade. Have it as a built-in option is mostly for convenience of the player.