Parallellines0451/GTAIV.EFLC.FusionShaders

[Feature Request] SSAO

Opened this issue · 4 comments

I know there's been a long debate about this on FusionFix's repository, but is SSAO possible in this game? I know Max Payne 3 has it in D3D9... (but not AMD's version of it, HDAO. That only works in D3D11 for some reason...)

And I know ReShade exists, but honestly it just takes a lot of time to get right...

GTAV uses HBAO iirc. This thing, in some D3D9 games, can be forced with NVIDIA Profile Inspector... but of course not for GTAIV.

Despite this not being in scope for this project (Or is it, tho?), I'd still like to know if it's actually possible natively (through shaders and code injection) or not. I like your explanations on things...

It's not possible natively because SSAO requires more passes than the game provides. Code injection is required to add custom ones.

Oh... So adding more passes is possible? That would also allow other post-processing methods of Anti-Aliasing to work, right?

Adding SSAO like the ENBSeries or using something else?

Adding SSAO like the ENBSeries or using something else?

ENBSeries is closed source (and veery outdated), so no way of knowing how it does it, unless you peek through it's .dlls somehow.
Way FusionFix will do it, is going to be a few simple HLSL shaders and some code injection.
You can already "beta" test it with RaphaelK's tool https://github.com/RaphaelK12/ShadowResFix, although it's nowhere near even decent at this point.

It will be a feature at some point in the future, though. We might also get additional techniques such as HBAO or HDAO, if we're lucky enough...