Smartshader: post processing shaders

K.I.L.E.R

Retarded moron
Veteran
I read the article here at Beyond3D about some details of PPS(post process shaders) and about how SSAA can be applied to the lit buffer (some mods have to be applied) and stored in the back buffer which is basically the output image.

Then it went on saying how effects like DoF can be applied.

How this relates to Smartshader? Well AFAIK Smartshader applies a shader in the post process so there are all manner of ways to manipulate the output image. We all know that these effects can be written and applied in Ati's control panel (so far by Ati) since the latest Catalyst 3.8 release. I believe this is the big feature that CM was talking about.

What are other advantages and effects are there in post-process shaders on resulting IQ?
 
I like the idea of putting in some kind of motion blur shader, it might make sub-optimal or unsteady frame rates appear to be smoother.
Perhaps such a shader could make up for problems with vsync not being in sync with the video card.
 
Its pretty much ATI dancing on nVidias grave.

Pointing out that r3x0 based cards have shader cycles to burn on novelty shaders :)

I hope they manage to bring out some even cooler ones :)
 
The big difference from what ATI are doing and what my deferred lighting articles is doing, is that ATI only have access to the framebuffer (they may also get the depth buffer, which would improve the range of shaders possible). Lots of the stuff in the article relies on geometric infomation which the ATI shaders don't have.

If you take a look at the type of effects/filters photoshop can do, thats whats possible. Some form of basic motion blur is definately possible, most in-game motion blur just consists of blending the current frame with the previous one. They may even be able to extract motion vectors by comparing the current frame with the previous.
 
Looks like even ATI isn't sure what use it is - they are relying on the "community" to come up with stuff once ATI unveil some way of importing your own shaders. Catalyst Maker from this thread http://www.rage3d.com/board/showthread.php?s=0e1fb276a2fbb17588cca18e00079794&threadid=33715956

Catalyst Maker said:
Kilroy X said:
Re: SmartShader........why?

I know this has come up before, but why? Why was this even thought up? Was there a demand for it?

I just don't understand? What purpose does it have, ooohh black and white!! Classic!! Whoa?

Tryin not to burst ATI's bubble, but what were you thinkin?

Care to hear what I think (you probably should because I decided to put it in there).

1) We have advanced technology that call apply pixel shader instructions. We feel the content that uses that technology is not really out yet. Not many games use shaders so I thought it would be cool to show you guys what kind of stuff you can do
2) What you see right now is just the framework of the real feature. In the future we will be delivering a way for people to write their own shaders and import it into CATALYST. I have faith in the community in coming up with something unique.
3) Because it can put new life into old games. Whether you find that useful or not is up to you to decide. Lots of people I have talked to actually enjoy it
4) Finally all this talk about not fixing bugs and wasting time on this feature is not true. We have different teams that do different things. One of our teams spent a bit of time and came up with the concept. I liked it and told them to go for it.


Anyways, sorry the feature isnt youre favorite, but hey dont worry we got lots of other very cool stuff coming and everyone will be pleased.
 
Thanks.
Nice to know I will be able to make my own wall hack er... shaders. ;) :LOL:

J/K (PS: I know it's impossible)
 
The only shader I've looked at so far is the classic one that makes it look like old video or pictures. I tried it out in Day of Defeat and liked how it gave an old war footage feel. The only thing I didn't like was it made the crosshairs hard to see... maybe I can adjust that somehow but I haven't tried yet.

edit: btw, Gabe Newell has mentioned motion blur as a Dx 9-only feature for Half-life 2. I don't know if it'll be in the game when shipped or added later through Steam.
 
Even though I know it was a joke, you can't make wallhack shaders, because the framebuffer doesn't store the information that can be seen beyond the nearest pixel. ;)

The new novelty shaders are funny, but really useless right now. I certainly don't want to play Counterstrike with the sketch shader on. It becomes unplayable, so badly you can see other people. ;)
 
sonix666 said:
Even though I know it was a joke, you can't make wallhack shaders, because the framebuffer doesn't store the information that can be seen beyond the nearest pixel. ;)

The new novelty shaders are funny, but really useless right now. I certainly don't want to play Counterstrike with the sketch shader on. It becomes unplayable, so badly you can see other people. ;)

That's why I said it was impossible. :)
Gl Guy told me that a few threads ago.
 
Motion echoing looks nasty, supersampled motion blur accumulates images much closer together in time, post process motion blur usually uses motion vectors to determin per pixel filter kernels to blur the image. You arent going to do motion estimation in a pixel shader.
 
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