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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
feat: enable FXAA alongside FSR3 in settings and add FXAA to Ultra preset
- Remove fsr2Active guard that prevented FXAA when FSR3 was active
- FXAA checkbox now always enabled; tooltip adapts to explain FSR3+FXAA combo
when FSR3 is active ('recommended ultra-quality combination')
- Performance HUD shows 'FXAA: ON (FSR3+FXAA combined)' when both active
- Ultra graphics preset now enables FXAA (8x MSAA + FXAA for max smoothness)
- Preset detection updated to require FXAA for Ultra match
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284b98d93a
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2 changed files with 16 additions and 11 deletions
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@ -220,7 +220,11 @@ void PerformanceHUD::render(const Renderer* renderer, const Camera* camera) {
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ImGui::Text(" FG Fallbacks: %zu", renderer->getAmdFsr3FallbackCount());
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}
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if (renderer->isFXAAEnabled()) {
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ImGui::TextColored(ImVec4(0.8f, 1.0f, 0.6f, 1.0f), "FXAA: ON");
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if (renderer->isFSR2Enabled()) {
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ImGui::TextColored(ImVec4(0.6f, 1.0f, 0.8f, 1.0f), "FXAA: ON (FSR3+FXAA combined)");
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} else {
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ImGui::TextColored(ImVec4(0.8f, 1.0f, 0.6f, 1.0f), "FXAA: ON");
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}
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}
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ImGui::Spacing();
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@ -14234,20 +14234,19 @@ void GameScreen::renderSettingsWindow() {
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updateGraphicsPresetFromCurrentSettings();
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saveSettings();
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}
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// FXAA — post-process, combinable with any MSAA level (disabled with FSR2)
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if (fsr2Active) {
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ImGui::BeginDisabled();
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bool fxaaOff = false;
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ImGui::Checkbox("FXAA (disabled with FSR3)", &fxaaOff);
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ImGui::EndDisabled();
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} else {
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// FXAA — post-process, combinable with MSAA or FSR3
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{
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if (ImGui::Checkbox("FXAA (post-process)", &pendingFXAA)) {
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if (renderer) renderer->setFXAAEnabled(pendingFXAA);
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updateGraphicsPresetFromCurrentSettings();
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saveSettings();
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}
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("FXAA smooths jagged edges as a post-process pass.\nCan be combined with MSAA for extra quality.");
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if (ImGui::IsItemHovered()) {
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if (fsr2Active)
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ImGui::SetTooltip("FXAA applies spatial anti-aliasing after FSR3 upscaling.\nFSR3 + FXAA is the recommended ultra-quality combination.");
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else
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ImGui::SetTooltip("FXAA smooths jagged edges as a post-process pass.\nCan be combined with MSAA for extra quality.");
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}
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}
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}
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// FSR Upscaling
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@ -15187,6 +15186,7 @@ void GameScreen::applyGraphicsPreset(GraphicsPreset preset) {
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pendingShadows = true;
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pendingShadowDistance = 500.0f;
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pendingAntiAliasing = 3; // 8x MSAA
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pendingFXAA = true; // FXAA on top of MSAA for maximum smoothness
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pendingNormalMapping = true;
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pendingNormalMapStrength = 1.2f;
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pendingPOM = true;
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@ -15196,6 +15196,7 @@ void GameScreen::applyGraphicsPreset(GraphicsPreset preset) {
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renderer->setShadowsEnabled(true);
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renderer->setShadowDistance(500.0f);
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renderer->setMsaaSamples(VK_SAMPLE_COUNT_8_BIT);
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renderer->setFXAAEnabled(true);
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if (auto* wr = renderer->getWMORenderer()) {
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wr->setNormalMappingEnabled(true);
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wr->setNormalMapStrength(1.2f);
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@ -15241,7 +15242,7 @@ void GameScreen::updateGraphicsPresetFromCurrentSettings() {
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pendingGroundClutterDensity >= 90 && pendingGroundClutterDensity <= 110;
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case GraphicsPreset::ULTRA:
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return pendingShadows && pendingShadowDistance >= 480 && pendingAntiAliasing == 3 &&
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pendingNormalMapping && pendingPOM && pendingGroundClutterDensity >= 140;
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pendingFXAA && pendingNormalMapping && pendingPOM && pendingGroundClutterDensity >= 140;
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default:
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return false;
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}
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