I would like to use this but it seems like the blur effect also adds a cloudy grey tint on the screen except the center which gives it the surreal vibe. Otherwise, it just looks green which I'm not a fan of. You can notice this from the screenshots above by measuring the Vanilla with the others.
Thank you soo much for this mod. makes me drop the skip the fade mod to get the full experience of DAO!
BTW, is it possible to edit the contents in the files to make the effexts, say, 33% as strong instread of being completely gone? I've tried myself but it's not working. I have zero knowledge in coding unfortunately.
Hiya! I'm so glad this mod's given you a new enjoyment of the Fade -- I really quite like the Fade even if it's pretty much the same every time, but those effects were pretty eyeball-wrenching!
Sadly the strength of the effects is determined by the level layout files themselves, so it's considerably more involved to edit them. :( (One day I may make my mod idea for re-lighting the Fade and editing those effects, but that's distant for now.) All this mod does is cheat the effects off by not calling them at all, it's sadly not something that can be edited to different degrees.
It feels good when you reply to a message! Let it not seem like a very important moment for someone, but I feel joy and even a sense of pride that such great people as you, the creators of your works, give answers! Heartfelt thanks to you!
Hi, sorry my bad english. So, I understand that the "Frame Buffer Effects" option activates post-processing anti-aliasing, a kind of FXAA that clouds textures too much and adds a very annoying blur. Does this mod disable that effect? I never really understood why BioWare did not separate the post-processing options, the light AA is really useless, especially if you already have the MSAA x4 active in the game.
If this mod doesn't disable that pesky antialiasing, could you create one that does? It would really be very useful, for a long time I looked if there was a way to do it but I did not find anything about it.
Anyway, sorry for the inconvenience and thanks for your contributions! :)
(Just made a few edits to my comment because I realised I had x8 AA on myself!)
Hmmm, I'm not yet aware of anything that controls antialiasing outside of the video options, unfortunately. I've looked through all the postprocessing effect files and there's nothing to do with it in there.
Could what you're seeing be the bloom? It's a bit unpleasant in its vanilla form, and it definitely gives a soft look to textures -- and doesn't actually antialias model edges, but ends up essentially adding a blur around them. I have a mod that removes the bloom (use the Bloom Off option), if you want to try it. (Technically it's a bugfix for another mod but it will also work fine on its own.) The game will look a little darker (not as dark as with Frame Buffer Effects turned off), but a lot sharper -- and you can always compensate for the darkness with a reshader if you need to. The mod we're on right now only applies to the radial blur and distortion effects in the Fade levels -- they aren't seen anywhere else in the game.
I'll definitely keep a lookout for anything to do with additional antialiasing (and feel free to let me know if you come across any clues). Sorry I don't have a better answer!
Also none of that was an inconvenience and your english is fantastic :D
Thank you very much for your comprehensive response. This mod reduces the blur effect generated by Frame Buffer Effects on textures by 30%, so I thank you, it makes it a little more playable. Don't worry about searching for files, just ask if you happen to know about this "problem" has always had DAO. I am going to try your other mods, they are very interesting and it is certainly what I was looking for.
This works great in base game (can confirm it's compatible with Skip the Fade) but unfortunately in Awakening the Fade is still blurry.
Edit: Ashhawk generously messaged me to figure this out. This mod does work in Awakening but there are additional effects making it blurry. Their mod Bugfix for Pixelated Shaders Begone helps with this.
Dammit, Awakening is like black magic, I swear. I'll do some investigations when I get to the Fade in Awakening, thank you for letting me know!
Edit: Several kindly-provided screenshots later, we've sorted things out. Seems like Awakening's Fade has quite powerful bloom (and possibly depth of field as well), and because the blur radius is a set pixel size rather than a percentage of the screen resolution, it can look very blurry on lower-resolution screens. Turning the bloom off with my fix linked above of course gets rid of it, but it will leave the rest of the game a bit dark without any ReShade re-brightening. Using Pixelated Shaders Begone (and my Bloom On fix) will effectively make the blur radii smaller (because the image isn't shrunk before the effect is done), so it may help. Thanks also to theskymoves for providing high-res screenshots!
From what I remember of the books the Fade sections were never described to look blurry or distorted from the characters' point of view. If they did everyone would instantly know they were dreaming and nothing was actually real. (Correct me if I'm wrong, though.)
Hah! That's a good point - I haven't read far enough into the books to confirm or refute, but it makes sense, and DAI got rid of those effects as far as I know. I imagine originally it was just a kind of visual stand-in for the concept of the Fade sort of...shifting, not making logical sense, that sort of thing? I also figure being physically in the Fade looks different to what you experience in dreams, and that the latter looks a lot more real and a lot less...green
(Also thank you for the reminder to add tags to my mods!)
I've taken a look through the files just now, and tragically there's no handy xml files running the shaders like in DAO, so I certainly couldn't just do an equivalent file edit. There are some likely-sounding files -- shaders called "radialblur" and "fadedistortion", which framebuffereffects.mat appears to reference one after the other -- but I'm not exactly sure what to use to get framebuffereffects.mat completely human-readable, so at the moment it would be a case of me using educated guesses to blank out the lines that I suspect are relevant and testing it to see if everything crashes horribly or not. But I haven't played DA2 yet, so it might be a little while until I can try that. (I've nearly finished DAO, I just got sad after the Landsmeet and paused to do some modding.)
Enjoy DAO first, no need to rush looking into DA2 files, take your time. You can ask around for any modders who might know more about DA2 game files if you want, since it can get confusing depending how deep you go so to speak, with all the different file formats etc.
I may well ask around when I get to it - the problem is that the shaders and the mat file are all precompiled, which is a pain in the arse since I was no good at assembly code at the best of times. If opportunistic deleting doesn't work, I'll try seeing if anyone's got some insight. And thank you for your patience! It's true, it's waited a decade; it can wait a while more. xD
Oh god same, it's the sort of thing that looks fantastic in a still concept image but really doesn't translate well to a moving game. I love how surreal it looks, but my brain doesn't appreciate the faux motion.
33 comments
BTW, is it possible to edit the contents in the files to make the effexts, say, 33% as strong instread of being completely gone?
I've tried myself but it's not working. I have zero knowledge in coding unfortunately.
TY in advance!
Sadly the strength of the effects is determined by the level layout files themselves, so it's considerably more involved to edit them. :( (One day I may make my mod idea for re-lighting the Fade and editing those effects, but that's distant for now.) All this mod does is cheat the effects off by not calling them at all, it's sadly not something that can be edited to different degrees.
If this mod doesn't disable that pesky antialiasing, could you create one that does? It would really be very useful, for a long time I looked if there was a way to do it but I did not find anything about it.
Anyway, sorry for the inconvenience and thanks for your contributions! :)
Hmmm, I'm not yet aware of anything that controls antialiasing outside of the video options, unfortunately. I've looked through all the postprocessing effect files and there's nothing to do with it in there.
Could what you're seeing be the bloom? It's a bit unpleasant in its vanilla form, and it definitely gives a soft look to textures -- and doesn't actually antialias model edges, but ends up essentially adding a blur around them. I have a mod that removes the bloom (use the Bloom Off option), if you want to try it. (Technically it's a bugfix for another mod but it will also work fine on its own.) The game will look a little darker (not as dark as with Frame Buffer Effects turned off), but a lot sharper -- and you can always compensate for the darkness with a reshader if you need to. The mod we're on right now only applies to the radial blur and distortion effects in the Fade levels -- they aren't seen anywhere else in the game.
(I also have a mod that removes the depth of field blur seen in the backgrounds of cutscenes, if that bothers you.)
I'll definitely keep a lookout for anything to do with additional antialiasing (and feel free to let me know if you come across any clues). Sorry I don't have a better answer!
Also none of that was an inconvenience and your english is fantastic :D
Greetings and good luck in your work!
Edit: Ashhawk generously messaged me to figure this out. This mod does work in Awakening but there are additional effects making it blurry. Their mod Bugfix for Pixelated Shaders Begone helps with this.
Edit: Several kindly-provided screenshots later, we've sorted things out. Seems like Awakening's Fade has quite powerful bloom (and possibly depth of field as well), and because the blur radius is a set pixel size rather than a percentage of the screen resolution, it can look very blurry on lower-resolution screens. Turning the bloom off with my fix linked above of course gets rid of it, but it will leave the rest of the game a bit dark without any ReShade re-brightening. Using Pixelated Shaders Begone (and my Bloom On fix) will effectively make the blur radii smaller (because the image isn't shrunk before the effect is done), so it may help. Thanks also to theskymoves for providing high-res screenshots!
So this mod is lore-friendly, too.
(Also thank you for the reminder to add tags to my mods!)