Page 3 of 3 FirstFirst 123
Results 41 to 53 of 53

Thread: Graphics tuning using FXAA injector

  1. #41
    Quote Originally Posted by DRat View Post
    Yep - GPL is DX7 or OGL. In the context of FXAA, OGL, and DX7, isamu is SOL ...

    However, in GPL just as in rF2 you can use the direct application settings of your video card tweaker (ATI Tray Tool, nVidia Inspector) to at least pretty-up the image with FSAA and texture filtering tailored to the specific application. This is independent of DirectX or OpenGL settings, and at some tracks you can successfully apply nice looking fogging through manual edits to the track file and an app named GPL Fog.
    Wow...talk about an unexpected surprise!

    I didn't expect anyone to catch my question regarding GPL let alone respond to it. I have tried asking the guys over at SRMZ.net about using FXAA Injector with GPL and no one really knows, so it's a pleasant surprise DRat and Ginnypie to see you guys shed some light on this situation.

    So GPL uses Dx7 'eh? That sucks. I guess the only way would be if Nigel or someone else created a D3D9 Rasterizer explicitly for GPL? Or perhaps maybe the guys that created the FXAA injector creates an injector specifically for DX7? Would it work then?

    Argghh.....how cool would it have been to be able to apply all the image effects and tweaks FXAA Injector has to offer, to GPL? That makes me sad

    Anyway thank you Drat and GeniePig for the detailed explanation it's a appreciated

  2. #42

    Location
    Denmark
    Mod Team
    Custom-8
    OS
    Windows 7
    The example-pics doesn't seem to do much other than desaturate a tad, and increase lightning - which monitor settings could do with no FPS-hit at all.

  3. #43
    Yeah it would be great if GPL had been designed with dx9 support

  4. #44
    Quote Originally Posted by isamu View Post
    Yeah it would be great if GPL had been designed with dx9 support
    Haha, would have been pretty foresighted of them, considering DX9 came out 4 years after GPL. =)

  5. #45

    Language
    Portuguese
    Mod Team
    "Group" = me
    OS
    Windows 7
    System
    Specs Supplied
    I managed to make the plugin works to RFactor 2, however it doesn't for Rfactor 1. Don't know what I'm doing wrong.

  6. #46
    Hi,
    FXAA injector does not work any more for me with the new Rfactor2 update 60.
    Is there any way to use it again ?
    Thanks in advance.
    Bbel

  7. #47
    Have you turned on FXAA explicitly? (Similarly, I'd imagine that's why it doesn't work with RF1 - no FXAA.)

  8. #48
    taufikp's Avatar
    Location
    Jakarta, DKI, Indonesia
    Mod Team
    CSGT WSC'70
    OS
    Windows 7
    System
    Specs Supplied
    AFAIK, any d3d9.dll based injector won't work in rFactor (all versions) if the in-game anti-aliasing is enabled. When in-game anti-aliasing is disabled, injector like ENBSeries, FXAA, or SMAA can be used without problem.

    However, with rFactor 2 build 60 (in game anti-aliasing disabled, in game HDR unchecked, in game FXAA unchecked), the anti-aliasing module found in FXAA injector seems to be blocked/not working. Other modules (HDR, ToneMap, etc) are still working normally. Haven't try ENBSeries and SMAA though.

    EDIT:
    FXAA Injector's anti-aliasing module is working actually. I was saying FXAA injector AA is not working because I saw the windshield in F3 cockpit still have aliased/jagged line. But then I saw the steering wheel was smooth/anti-aliased. The round edge mirror outside cockpit was also affected. Maybe FXAA injector's anti-aliasing settings/parameters need to be tweaked.
    Last edited by taufikp; 02-21-2012 at 11:40 PM.

  9. #49

    Language
    English
    Location
    UK
    OS
    Windows 7
    System
    Specs Supplied
    Quote Originally Posted by taufikp View Post
    EDIT:
    FXAA Injector's anti-aliasing module is working actually. I was saying FXAA injector AA is not working because I saw the windshield in F3 cockpit still have aliased/jagged line. But then I saw the steering wheel was smooth/anti-aliased. The round edge mirror outside cockpit was also affected. Maybe FXAA injector's anti-aliasing settings/parameters need to be tweaked.
    I've seen a thread regarding transparent entities (e.g. the windsheild on the F3) on this forum (with a response possibly from Tim or Luc) that states that this is still a WIP, but can't put my fingers/mouse on it.

  10. #50
    taufikp's Avatar
    Location
    Jakarta, DKI, Indonesia
    Mod Team
    CSGT WSC'70
    OS
    Windows 7
    System
    Specs Supplied
    Quote Originally Posted by MrPix View Post
    I've seen a thread regarding transparent entities (e.g. the windsheild on the F3) on this forum (with a response possibly from Tim or Luc) that states that this is still a WIP, but can't put my fingers/mouse on it.
    This aliased/jagged windshield in 1960 cars didn't happen with rF2 build 49 + FXAA Tools' anti-aliasing module. Maybe we found another rF2 oddities?

  11. #51
    Quote Originally Posted by taufikp View Post
    AFAIK, any d3d9.dll based injector won't work in rFactor (all versions) if the in-game anti-aliasing is enabled. When in-game anti-aliasing is disabled, injector like ENBSeries, FXAA, or SMAA can be used without problem.
    I can state with 100% certainty that ENBSeries at least works fine with in-game AA turned on.

  12. #52
    Thanks for answers, i will try FXAA on/off.
    I was very happy with FXAA injector with 49 version, so i hope it will be ok, i will report tests.
    Bbel

  13. #53
    Now FXAA injector works again !I don't know why but I've just delete config ini and it's ok. I can now setup as i want FXAA injector.
    Thanks again for your help.

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •