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Complete RT update 1.1

COMPLETE RT - UPDATE 1.1 RELEASED

Release notes:

1- Improved reflection quality A LOT using an actual GGX BRDF over the previous approximation. It gives much more realistic rough reflections while producing much less noise.

2- Improved overall denoising quality, especially for shorter history lengths. So if you want more reactive lighting, you can feel even more free to reduce the history length.

3- New options added to the UI to make sure you can get what you want from the shader. The added options are AO Intensity, Diffuse Illumination Saturation, Alternative Depth Fade, Smooth Normals Quality, and Motion Estimation Error Tolerance. Each of these is explained in detail below.

A: Ambient Occlusion Intensity, as users demanded, is an essential variable to fine-tune the look of the lighting.

B: Diffuse Illumination Saturation, which is not right in theory to touch; But in ReShade, we don’t know the raw HDR back buffer of the game, rendering the LDR=>HDR conversion inaccurate and guesstimative most of the time.

C: A new depth fade mode in addition to the original algorithm. The original algorithm is based on the real-life behavior of fog and uses an exponential fall-off. But games aren’t like real life all the time. right? Most older games go with simple linear fall-off for the fog. So the model is added now.

D: Smooth Normals Quality lets you modify the sample count of the "smooth normals" pass. You can also turn it off to save a little extra performance.

E: Brought back “motion estimation error tolerance” to the UI, which was internalized in the previous version. Now you can have more control over the flickering-ghosting balance.

4- Improved UX by replacing “Ray Increment” with “Ray Length”. Previously, you had to tinker with step count and ray increment simultaneously to control the quality while keeping the ray length untouched. Now, each parameter does its job.

5- Improved roughness estimation. Its results will be more eye candy and more like your expected roughness.


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