Any anti aliasing applied to this game with reshade is going to affect text.
- X4 does not expose the depth buffer (or at least I couldn't get it to work) - any AA shader that would be able to use depth cannot, thus they must apply the effect to the entire screen and not just objects in the world.
- X4 does not expose the depth buffer (or at least I couldn't get it to work)
DepthBuffer works for me in Reshade 5.6.0 with the following settings (you can test it with "DisplayDepth" shader, and "Edit global preprocessor definitions"): RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN = 0 RESHADE_DEPTH_INPUT_IS_REVERSED = 1 RESHADE_DEPTH_INPUT_IS_LOGARITHMIC = 0 RESHADE_DEPTH_LINEARIZATION_FAR_PLANE = 5000 # 5000 - 100000, see EDIT # Add-ons Tab x Generic Depth x Use aspect ratio heuristics x Copy depth buffer before clear operations
EDIT: - ...FAR_PLANE somewhere between 5000 and 100000, play around with that value, depends on effects you want to use - only works in None, FXAA or SSAA mode. Reshade cannot access the depth buffer in MSAA mode in X4. - maybe disable reshades "copy depth buffer" option or play around when you only see white screen in "DisplayDepth" Effect in reshade.
The DepthBuffer has "worked" for a while now, or at least I've been able to get the DepthBuffer debug display to work, however I have not been able to get it to interact with any of the AA shaders in order to not screw up blur text. That being said my knowledge of working with reshade shaders is next to zero so I may just not know what I'm doing.
EDIT: Nevermind, I almost know what I am doing, I did have reshades SMAA filter set to depth edge detection, which means the SMAA doesn't blur the hud or text, however there is a ton of aliasing artifacts on surfaces that then don't get touched. FXAA cant use depth information.
Depth Buffer in Reshade still only works in None, FXAA or SSAA mode. I played around with the reshade "SMAA" effect, but I will stick to MSAA for now because I do not use any depth based effects at the moment. None/FXAA/SSAA + "SMAA" effect were still too many (moving) aliases for me.
Edit: I have tested with a fresh reshade 5.9.2 Vulkan and X4 6.2.0 on an RTX 2070.
Edit 2: opening things like X4 Map is not recognized by reshade (still shows depth buffer of the scene), but you can assign keyboard shortcut 'M' to reshade effect toggle, so when you press M to open the X4 map, it also toggles the SMAA effect.
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- X4 does not expose the depth buffer (or at least I couldn't get it to work)
- any AA shader that would be able to use depth cannot, thus they must apply the effect to the entire screen and not just objects in the world.
DepthBuffer works for me in Reshade 5.6.0 with the following settings (you can test it with "DisplayDepth" shader, and "Edit global preprocessor definitions"):
RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN = 0
RESHADE_DEPTH_INPUT_IS_REVERSED = 1
RESHADE_DEPTH_INPUT_IS_LOGARITHMIC = 0
RESHADE_DEPTH_LINEARIZATION_FAR_PLANE = 5000 # 5000 - 100000, see EDIT
# Add-ons Tab
x Generic Depth
x Use aspect ratio heuristics
x Copy depth buffer before clear operations
EDIT:
- ...FAR_PLANE somewhere between 5000 and 100000, play around with that value, depends on effects you want to use
- only works in None, FXAA or SSAA mode. Reshade cannot access the depth buffer in MSAA mode in X4.
- maybe disable reshades "copy depth buffer" option or play around when you only see white screen in "DisplayDepth" Effect in reshade.
EDIT: Nevermind, I almost know what I am doing, I did have reshades SMAA filter set to depth edge detection, which means the SMAA doesn't blur the hud or text, however there is a ton of aliasing artifacts on surfaces that then don't get touched. FXAA cant use depth information.
Edit: I have tested with a fresh reshade 5.9.2 Vulkan and X4 6.2.0 on an RTX 2070.
Edit 2: opening things like X4 Map is not recognized by reshade (still shows depth buffer of the scene), but you can assign keyboard shortcut 'M' to reshade effect toggle, so when you press M to open the X4 map, it also toggles the SMAA effect.
If you have proper access to the depth buffer, you should be able to exclude text from shader effects.