Forgot your password? Forgot your username? Create an account. Please Log in or Create an account to join the conversation. Marty McFly wrote: Ah, what's a release without some critical bug? I can't reproduce here so I assume it's driver specific. What happens when you put it to float? GTA V starts just fine with the file, with int and float.
Uncle Crassius wrote: Thanks, that did it. AssassinsDecree: Change the value in the ini file you created and named via the ingame menu where values are stored.
Reconsider Cookies You have declined cookies. This decision can be reversed. Index New Topic Profile Search. Log in Username. Remember me. Log in Forgot your password? TreyM Offline Posts: Congrats on the release. Daodan Offline Posts: I just tried it out and there is one issue with ADOF: it crashes the game. If it is changed before activating the technique it works just fine. Maybe that is because it is from the type int and not float?
The following user s said Thank You: AssassinsDecree. Chavolatra Offline Posts: AssassinsDecree Offline Posts: You're a King. I thought this would be months away, at best. Truly Christmas in July well, June, but still. Setting it to float fixes it. Seems to happen to me only in d3dThe lighting in Sulani was not quite to my standards so I created a preset of my ideal Sulani!
Brighter days, bluer skies, and more vibrant colors without being over saturated! I want to do an effects pack for the Sulani world, until the additional downloads are finished I thought I would share the preset and give myself the opportunity to make any needed changes.
Okay so! Too much confusion for my liking with this download so here is the download for anyone! It basically desaturates the colors and has a cool undertone to it, so I hope ya peeps like it :o. This was inspired by colors that I typically prefer in my sims edits and I really wanted to make something that would make colors rich and pop without washing out skintones. The changes are very simple with only changing colors so it should be really good with performance!! I recommend having them both and switching when you are in different modes like I do!
Clear Bloom was initially created to take advantage of my Full Bloom MultiLUT atlas, and to provide a clear and colourful, but soft, preset that looks good in all worlds. Album of screenshots using Clear Bloom.
Since the release of Seasons, it is quite difficult to create stylised ReShade presets that look good at all times in all worlds in all weathers, because the lighting can vary so dramatically. Clear Bloom is intended to be a hands-on preset. I have set up quite a few different effects that can be turned on or off in different locations to get the most out of just one preset.
They are: Capella, Catria, Gorgon, and mPhantom. I list some examples of which I prefer in which world in the Read Me file, but you can of course experiment and use any you like.
ReShade 3. Official Shaders for ReShade 3. Please follow these steps precisely in this order note: if you already have ReShade 3. If you have any problems, either with installation or using Clear Bloom, please let me know via Ask or Message.
I would love to see your screenshots using Clear Bloom, so feel free to tag me pictureamoebae. Download here SFS. This is my personal reshade preset that I have been using and tweaking for some time now. This preset was created with Reshade 4. Each of the shaders I use by default are turned on. Some shaders I only turn on when I am ready to use, and those have hot keys assigned.
Everyone may not be able to leave it on at all times. I tried to make it as lightweight as possible.Forgot your password? Forgot your username? Create an account. Isn't mouse AF supposed to be dynamic in nature though? The point of it is to easily change the focus point, isn't it?
And why not just have mouse AF along with regular coord-based AF, like it's always been done? Forgive me for questioning, don't quite understand why so. Forgot to mention, the AO fuzziness I encountered is yet again likely an extraordinary case. It really only happens in tricky scenes where there's a thin object just on top of another object i.
I can try to gather screenshots, but it really should be a non-issue that I was just commenting on. Thanks for the explanation about the blend types, by the way. Still honestly can't tell the difference between them though. It does leave me curious about something, isn't SSR ray-traced as well?
According to the config settings anyway. This is me just being not well-read so I don't understand how any of this shader stuff actually works, what are the differences between the ray-tracing in SSR and that in AO and why is SSR not that heavy of a performance hit in that case?
Also, about that screen-space voxelizer. You don't mean a shader that turns everything into cubes, do you? Or do you actually mean something like voxel-based GI techniques and all? Please Log in or Create an account to join the conversation. Marty McFly wrote: Your depth buffer settings seem to be wrong, that's not how AO is supposed to look like. The new AO is supposed to only blur enough to make the noise pattern go away. I made an option to smooth the normals of the 3d models might want to try that.
I'm aware that you can toggle LUT overlay for Lightroom, but wondering what the best tile size value is. I'm running a x display, and want to know what the tile size of the LUT overlay should be to display it at x32, unless it doesn't matter?
I know i can resize the LUT overlay to fit a x32 texture, but want to make sure i get good pixel alignment. This shader is brilliant by the way. But this is way more convenient than importing vanilla screenshots into Adobe Lightroom and taking the long route.
Log in Username.Forgot your password? Forgot your username? Create an account. Please Log in or Create an account to join the conversation. Marty McFly wrote: I issued a one day ban for piracy. Information and support for the RT shader can be found on my Discord for the Patrons.
No support for illegally acquired versions. All footage was captured in-game. Since you nowadays tend to bann people for speaking up to you without beeing a member of your private club, i will ask everyone else but you instead. In this video linked in Marty's signature, there are a few thing's that seem to be off. Maybe someone can explain it to me. First, the quality.
This video existed in this form at a time where Marty's shader looked to me more like a flickering mess of black and orange. To me it look's like the video show's footage that is actually raytraced on an GTX graphic's card, but the description clearly say's this is ingame footage from the alpha version of the shader. Maybe i am a bit sensitive but i think it is hypocrite to use video material for marketing wich is an obvious fake.
Faustus86 wrote: To go forward from this point i suggest you contact Lucas and ask him to add all Mod's that where used for the trailer into the description, so you can use it as advertisement. In return i will join your patreon squad and try to help with your project. Marty McFly wrote: You say this as if I had anything to lose or that you are correct in any way or I'm trying to win your favor.
Keep your money, keep pirating the shader, just don't continue spreading misinformation. Netrve wrote: Yeah, there is some extra dressing like the SSR, but given the video directly mentions in the title that it is about "indirect illumination" and not "reflections" there is no misleading content there.
It aims to deliver effects to cover most of ReShade's common use cases in a small and easy package. Notable properties:.
Optional if you don't use the default ReShade shader package or put them to a different location, add. The file and folder structure should look like this:. Open the Shaders folder you just put the files in and delete any. Highly configurable, easily tweakable. It provides a very high quality DoF effect with artistic controls, ideal for both screenshots and gameplay. The bokeh discs it produces can be polygonal, circular and anything in between, it also features a disc occlusion feature where the bokeh discs look like boolean intersection between 2 circles and chromatic aberration at bokeh shape edges.
This is done by a unique gradient-based algorithm that has a very low constant cost ignorant of scene complexity or blur settings. To prohibit focused areas from bleeding their color into blurred areas - a common visual error found in many DoF filters - the shader employs a highly sophisticated solution that is capable of migitating this artifact completely without the overhead of common solutions that also mostly underperform.
Lightroom is a highly comprehensive set of color grading filters, modeled after industry applications such as Adobe Lightroom, Da Vinci Resolve and others. It allows for miniscule adjustments of the scene colors with the ability to embed the current preset into a 3D LUT - a small image file that contains all color grading that the LUT. This both saves performance as reading a LUT is faster and it also protects your work as you only need to deploy the LUT along with your preset so you can keep your configuration private.
Bloom is a filter that adds a glow around bright screen areas, adapting to the current scene brightness.
Most current games already contain such an effect but most older implementations are very simple. The shader runs as fast as 0. Screen-Space Reflections adds reflections to the scene, using the data that is already available in the image.
It creates much more accurate reflections while not being quite as hard on performance. As a Screen-Space technique, it suffers like all similar implementation from the fact that nothing outside the screen can be reflected. It also cannot distinguish between reflective and non-reflective surfaces, so it will just cover everything with a reflection layer.
This restricts its usability to screenshots and certain games but where it is useful, it can completely transform the look of the scene. Skip to content. Permalink Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. Branch: master. Find file Copy path.
Raw Blame History. Notable properties: Next-gen effects abstracted behind intuitive controls Highly polished code for best quality and performance, taking care of many artifacts similar implementations suffer from Full use of ReShade FX so it can serve as a reference implementation of everything RSFX has to offer Fully compatible to the official ReShade shader repository Modular setup for faster compile times if only a part of qUINT is required Prerequisites Latest ReShade version to ensure maximum compatibility Completed ReShade tutorial Setup Optional if you don't use the default ReShade shader package or put them to a different location, add.
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Marty McFly wrote: This works only here because the black areas between the metal bars are supposed to be empty space, in a newer game they'd be actual 3D models. What happens if you have a black car, is that not supposed to reflect? A lot of people have brought me a lot of suggestions that all sound more or less the same, they work for one singular situation, but screw up completely elsewhere.
Log in Forgot your password? I spent more time today and double checked things and made written notes of what I feel. So in general, and I don't know if other games behave the same way, be it isometric or not, in Divinity: Original Sin 2, the larger Radii Sample Radius used, the more general the shading gets. This gives us the issue of what I'd call, a soft wisp-like haloing around people and objects of larger size; say a wooden beam from a ship hanging in a tree. This soft wisp-like halo is very difficult to perceive when not in debug mode, but in Debug it's painfully obvious.
The issue kind of comes from smaller Radii used, anything over 2. It simply doesn't look good, it's not physically accurate and blegh, ya know?
The game I feel is a bit tricky to configure around, because of this. Moving on, if a large radii is to be used to get that general shading effect, it's going to cost. Both in Debug and in general tests, anything under Medium 16 was more poor than not.
If we take Maximum to be a type of 'ground truth' or 'maximum sample correctness' kind of thing, High 24 is somewhat necessary and anything above looks better, or different. In Debug, the larger the sample, the tighter everything gets to the point of almost entirely removing the soft wisp-like halo around characters and large objects, but still keeping this nice shading effect where it makes sense. It's just so expensive, it's soooo expensive.Forgot your password?
Same principle, different execution. Every sharpen works more or less the same. Subtract a blurred version of the image from the original image. The visual difference between all the available filters is mostly only caused by the blur method and the formula used to determine how much sharpen to apply.
The special feature about mine are the depth edge detection to restrict the sharpening to textures only, but every other shader has it's own special recipe that sets them apart. The following user s said Thank You: lowenz. Perfect, thanks! Anika Offline Posts: 2. Reshade newbee here. I tried setting up MXAO in multiple games so far and it always ends up looking incorrect.
Like a blocky mess, catching every polygon on models. Where I shoud look to fix that? Uncle Crassius Offline Posts: Depth buffer was fine. Had to turn on Smoothed Normals.
Everything is great now!