- Add support for Unity's built in DoF effect while I try and port the better FidelityFX version.
- Fix race condition in Lens shader where uniforms were not applied consistently after shader load
- Fix tonemapping exposure applying in the wrong sequence
Yep gonna try improve the performance in the next version, I had to do some kludgey fixes to get DoF working properly, it's interesting you seem to get such a performance impact though, on my machine it's less than 5% decrease (still too much, which is why I want to improve it), do you mind telling me what your GPU is? I wonder if it's more of an issue with lower memory bandwidth cards...This plugin is great, but one of the core issues is performance. I compared the frame rate with Postmatic and found that using this plugin can reduce the frame rate by about 30%, especially in VR mode. Expected to optimize performance
this is my cumputerYep gonna try improve the performance in the next version, I had to do some kludgey fixes to get DoF working properly, it's interesting you seem to get such a performance impact though, on my machine it's less than 5% decrease (still too much, which is why I want to improve it), do you mind telling me what your GPU is? I wonder if it's more of an issue with lower memory bandwidth cards...
this is my cumputer
In desktop mode, there is not much difference in frame rate, but there is a clear feeling in VR, especially when the camera is close to the character, the postmagic may start to lag when it approaches 0.5m, and the post processing may start to lag when it approaches 1m, which is roughly like this feeling.
But your plugin can bring different effect as Postmatic, it's great, and it won't obscure the menu
? like your plug , fightingThanks, if it's a 4090 I don't think it's a memory bandwidth issue then ? I'll get the profiler out and see if I can find the trouble spots.
Hey thanks for checking it out, I'll admit I haven't done a whole lot of testing with using it as a session plugin so it's not too surprising that there are bugs there, it's really intended to be used as a scene plugin only with it's current design, but perhaps I can make some improvements so that it works better when used as a session plugin.Great Plugin dude, it's really a nice change-up from Post Magic. I am experiencing an issue, however, with the latest update where settings altered and saved in session plugin presets not being loaded upon on booting up VaM again.
Specifically the Sky Color will revert to its default state as well as any custom LUT used will not be remembered upon booting up VaM or reloading current or previous session plugin presets using the latest update to Post Processing.
Not sure if anyone else has experienced this ?.
I want to do some optimisations and bugfixes first, then either ambient occlusion or subsurface scattering is probably next after that.@moyashi any plans on implementing SSS ? That is the only thing missing for me right now
I have a beta version with what should be some performance improvements, would you be able to try it out and let me know if it's better for you?? like your plug , fighting
You'll need to update VaM I think, other people with that error have been using old versions also.Ok, so I am new to modding the plugins for scenes and when I try to get this one to work I get hit with this
!> Compile of moyashi.PostProcessing.6:/Custom/Scripts/moyashi/PostProcessing.cs failed. Errors:
!> [CS1061]: Type `MVR.FileManagementSecure.ShortCut' does not contain a definition for `creator' and no extension method `creator' of type `MVR.FileManagementSecure.ShortCut' could be found. Are you missing an assembly reference? in <Unknown> at [797, 80]
!> [CS1928]: Type `string[]' does not contain a member `Any' and the best extension method overload `System.Linq.Enumerable.Any<string>(this System.Collections.Generic.IEnumerable<string>, System.Func<string,bool>)' has some invalid arguments in <Unknown> at [797, 72]
I have no idea what this means really, all I know is that the plugin doesn't work because of these errors, so if anyone could help out with this issue that would be appreciated.
Edit I have both post magic and colortone not even downloaded.
You'll need to update VaM I think, other people with that error have been using old versions also.
- Big rewrite of internals to improve performance.
- Depending on the scene and GPU architecture, Radeon owners may now see better than native VaM performance.
- Nvidia users should see improvements also, but it's still a bit of a mystery why there's such a difference between Geforce and Radeon cards here... my guess is the classic driver overhead problem but I don't have a working Nvidia card to test with at the moment so need to rely on the community to provide more...
hello people, how do you take your screenshots? I tried with SuperShot, but it doesn't work, it's as if I took a screenShot without the effects... I use this plugin to have 4K screens, do you have an alternative?
You mean this one? https://hub.virtamate.com/resources/camera-background-color-session-plugin.37784/ I'm not doing anything in particular to overwrite background colours, but I'll have a look at what the plugin is doing.would it be possible to make it not override the camera background color so I could use it with sally's plugins in xr? I realize things may get a little funky but still think it would be interesting to try
Just so I understand the use case for SuperShot (I never use it):
If that's correct, then I think I can add an option to take higher resolution screenshots with VaM's built in hiResScreenshot camera.
- You run VaM on a low resolution display
- You want to take higher resolution screenshots than "native"
- You don't want or can't use OS screenshot tools
You mean this one? https://hub.virtamate.com/resources/camera-background-color-session-plugin.37784/ I'm not doing anything in particular to overwrite background colours, but I'll have a look at what the plugin is doing.
Yeah so I was using your thing as a session plugin instead of scene plugin lmfao. That absolutely breaks both plugins until game is reset. Using yours as scene plugin let's them run together, though it is funky as I predicted. Once I enabled yours I could no longer adjust the color inside of the camera session plugin which is a problem bc the lighting and color changes do affect the background color. Perhaps I can switch the load order and make it work but I have a feeling if I do that I won't be able to adjust post processing settings after. Pretty sure y'all are just writing to the same post process layer and the game gives whichever one loaded last ownership or maybe its bc yours probably updates every tick (unless you're just enabling parameters that unity handles) while the camera color should only have to be set once on scene load. Tbh now that I say all this I totally had a similar thing happen where my script for another unity game touched the post process layer for the main camera and messed with some default game hud/effects like damage indicators.
Honestly I'll just go take a look at both scripts and see what I find lol idk why I'm speculating. but I'm guessing the solution is just to consolidate them into a single script, i.e. add the same feature to yours, maybe in the tab where you can set atmosphere you could also have a flat background option that if enabled would be the last thing to render. Might just implement that myself and see if it even works well and if so I'll lyk