Immediate benefit from Monogame Improvements to come
#11
Posted 25 August 2020 - 06:25 AM
as gpz mentioned, XNA does not support vs_4_0_level_9_3 and ps_4_0_level_9_3 and without this it is not possible to improve Shaders for shading such surrounding vegetation. And yes ReShade does not support XNA.
#12
Posted 25 August 2020 - 10:13 AM
Icik, on 25 August 2020 - 06:25 AM, said:
Thanks. That's very clear.
Would you be able to post an XNA version of one of those ReShade images - as similar as you can manage?
For some releases of Open Rails, we issued a little video on YouTube. Not done that for 7 years but I might have time to do it again for v1.4. If so, then your before and after images would certainly come in handy.
#13
Posted 25 August 2020 - 11:29 AM
However, I must emphasize that this is not just about using ReShade filters, but about completely tuning the Shader * .fx code directly from the game.
On the left are scenes from the XNA version and on the right is the MonoGame version.
Attached File(s)
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1_xna.jpg (1.96MB)
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1_MG.jpg (1.52MB)
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2_xna.jpg (2.2MB)
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2_MG.jpg (1.86MB)
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3_xna.jpg (1.96MB)
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3_MG.jpg (1.51MB)
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4_xna.jpg (2.37MB)
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4_MG.jpg (2.27MB)
Number of downloads: 19
#14
Posted 26 August 2020 - 04:36 AM
Geoff
#15
Posted 26 August 2020 - 05:31 AM
mrmosky, on 26 August 2020 - 04:36 AM, said:
Geoff
You can start here,
http://www.elvastowe...__1#entry252963
Steve
#16
Posted 26 August 2020 - 08:51 AM
cjakeman, on 23 August 2020 - 12:19 AM, said:
So I was wondering if there is some small but distinctive capability that could be added to Monogame for v1.4 which is not possible in XNA v1.3.1? Something we can promote as the first of many improvements to come?
The primary change that people will notice is with memory usage; the way XNA uses the DirectX 9 APIs means that we get a copy of every texture and model (vertex buffer, etc.) in our process (in addition to the copy on the graphics card). MonoGame uses the newer DirectX 9.0c through 11.0 APIs (not actually sure which one it's targeting, but all of these are Windows Vista and later) which have improved graphics memory management support and do not need that copy in our process.
The result is that the Open Rails program (and whole operating system) will use a lot less memory and much larger textures, more objects, and more detailed objects, should all be possible on the same computer hardware (assuming it's not running Windows XP).
The other improvement is multi-sampling, where we have much more control over this than in XNA, and people should both be able to get prettier graphics by turning it up, and not need to use their graphics card's custom control panel to do so.
#17
Posted 27 August 2020 - 05:04 AM
#18
Posted 06 September 2020 - 07:54 PM
Icik, on 25 August 2020 - 11:29 AM, said:
Could you clarify what you are doing with the .fx code and where. As an example, I see little if any jaggies on the dynamic shadows. In my experience this requires very large shadow maps and a few other tweaks to get the dynamic shadows to "connect" to the object that casts them.
Thank you,
Steve
#19
Posted 07 September 2020 - 10:12 AM
mrmosky, on 26 August 2020 - 04:36 AM, said:
I do wonder how this works. I read that ReShade is described as a post-processor and achieves its improvements without much reduction in frame rate.
That leaves me wondering:
1. How can it do this without reducing frame rates. Perhaps the work is done in the GPU whereas most of the work in OR is done in the CPU and the GPU has spare capacity?
2. How can ReShade improve shadows or smooth jaggies just by analysing a single frame. Does it process the polygons that get sent to the GPU before they ever appear in the final frame?
Does anyone know?
#20
Posted 07 September 2020 - 12:43 PM
cjakeman, on 07 September 2020 - 10:12 AM, said:
You can only hope that Jirka clarifies what he wrote, from what I can tell, the .fx files have been "tampered" with to create higher contrast images. I hope you can persuade him to "divulge" what he did to achieve those screen shots.
Steve