FX12 adds what Most Wanted shipped without in 2005: ambient occlusion, screen-space reflections, god rays, eye adaptation, a bloom pyramid, depth of field, motion blur, tone mapping and a full colour grade. It runs on MWOn12 and does nothing without it.
Why it needs MWOn12
- The frame is a Direct3D 12 resource, so a shader can read it directly.
- MWOn12 creates the game's depth buffer in a readable format. Without that there is no ambient occlusion, no reflections, no depth of field and no god rays.
- There is a command list to record into, so FX12's passes run alongside the game's own.
Setting it up
FX12.ini is the main interface and reloads while the game runs, as does any shader edited on disk. Pressing F12 opens a panel for what a file can't express well: the colour grade, the game's own light flares, and what each pass costs on the GPU. A preset lists only what it changes from the base file.
Vanilla | The game, antialiased and dithered. A baseline. |
Performance | Ambient occlusion at quarter resolution, bloom and the grade. |
Cinematic | Warm and filmic, shallow depth of field, AgX tone mapping. |
Night | Wet streets, sodium light, reflections pushed hard. |
Showcase | Everything on at full quality. Not for racing. |
The HUD is restored over the finished frame, so bloom never lands on the speedometer. FX12 depends on the MWOn12 SDK and nothing else.