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Description
Upcoming:
- Split up the main code file into chunks (cpp files)
- Finish LUT extrapolation
- Add global standardized Luma passes for
AA (SMAA?),AOand Bloom, so multiple games that didn't have good implementations could use them - Force apply formatting to all code, including shaders
- Add HDR in SDR mode, by normalizing the peak brightness of the monitor EDID
- Add HDR10+ (add gamut mapping to your display exact gamut at the end)
- Do a struct to hold all the cbuffer mod settings and their ImGUI code (sliders min/max etc)
- Clean display composition shader (and improve UI composition etc)
- Add UI background mip map based brightness scale to boost visibility
- Add LUT upscaling+smoothing shader (fix banding)
Later:
- Add DX12 support? Other APIs? 9/10?
- Make a generic mod that works on all games
- Move the core.hpp code in a static or dynamic library, instead of including it as code in every game specific project. Probably not possible to do it nicely
- Live upscale (sharpen) textures?
- Add a native shader decompiler (to hlsl) directly in the app?
- Add some kind of shader compilation verification step after every commit?
- Add precompiled shaders permutations to publishing builds so to hide the source files but still allow dynamic shader defines?
- Add performance tracing?
- Add MSAA and SuperSampling support? Unlikely to ever work
- Add some tonemapper in and out 2D visualization on the top right (to show the tonemapping curve and all). Also a hue shift visualization, of how every color hue shifts with ACES etc
- Add head tracking for games where we hooked projection matrices
- Add 3D display support, generating the other eye image from depth buffer and maybe motion vectors
- Build all with Clang? (it's supported now)
- Release the new Pumbo's AutoHDR mod with bloom/antibloom detection 👷
- Rename shader includes to hlsli
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