Downloading Shaders
All up to date versions of iMMERSE Pro and iMMERSE Ultimate downloads are hosted in the Discord server. This makes it easier to keep everything up to date and in one place.
How to get access:
1. Go to your Patreon Settings → Connected Apps.
2. Connect your Discord account to Patreon.
3. Patreon will automatically add you to the server and assign the correct role based on your tier.
If you’re having issues, try restarting your Discor...
2025-10-24 16:53:06 +0000 UTC
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Hey folks!
We've been posting regularly on Instagram and TikTok for a while, and of course there's YouTube, but we're also using X and Bluesky now too.
They're a great place to keep up to date with what we're working on, new releases, and examples of the shaders in action.
And we'd love to see the shots you make with our shaders if you post them on your socials, so be sure to tag us!
X - https://x.com/Ma...
2025-10-12 15:51:18 +0000 UTC
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Hey everyone,
it’s been a long time since I’ve posted here, so I want to start with a quick explanation.
Posting updates here always led to a wave of people skipping the Discord (where the files and support are) and messaging me directly instead. Patreon’s chat system was awful for handling that kind of load, and I couldn’t add any team members either because their old plans made it far too expensive. So I kept everything active on Discord and socials, and this page ended u...
2025-09-28 17:32:01 +0000 UTC
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Hello folks!
Am I aware that the last post is 2 years ago? Yes. I've been steadily chugging out updates on everything on the Discord but that went largely unnoticed by the rest of the Internet, and I have totally been ignoring DMs on here due to the unfeasibility of answering them all and giving personal support.
Now, it is with great pleasure to announce that we're launching a website, https://martysmods.com where you...
2023-06-27 19:21:18 +0000 UTC
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2021-04-15 00:29:25 +0000 UTC
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Thanks to all the testers on Discord, here's the hotfixed version of the RTGI shader for this month! What's new? Re-added the HALFRES_INPUT toggle form the discontinued 0.13 and 0.14 system, and greatly improved it. Gives you about 20% more fps depending on the scene at virtually no quality loss.
The new intersection mode in 0.16 was very well received but many users reported that it did remove some of those hard contact shadows. I modified it a bit to bring them back while retaining ...
2020-10-30 21:34:26 +0000 UTC
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Hey all,
here's a small hotfix for 0.16: fixes compile errors that only showed up on some ReShade versions and some visual artifact that produced weird pixel coloring or black splotches.
Have fun!
2020-09-28 21:46:22 +0000 UTC
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As mentioned before, shader updates will be posted here as well, not only on the Discord server. Now I didn't keep up this promise for 0.14 and the intermediate 0.15 release earlier this month and also don't have a video ready (took some time off), but this version will make up for it. The story so far:
0.13 and 0.14 are based off a flawed method to increase rendering speed, sadly this didn't work out as planned, in 0.14 I tried to improve the filter to counteract the sometimes extreme...
2020-09-28 15:43:06 +0000 UTC
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Fixed post.
As some of you might know, Adobe Lightroom recently got a new "texture" slider, which is basically an enhanced version of "clarity". So I've decided to give that concept my own spin.
Clarity is usually implemented just as a large scale sharpening, suffering from all sharpening artifacts such as halos around objects - these typical "HDR" looks that some photographers ruin their images with. Lightroom's "Texture" works similarly, but without the halos. What ma...
2020-06-28 10:19:22 +0000 UTC
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Exciting news! As of this month, there'll be a video covering important news regarding my projects. Thanks to TreyM for recording and editing the video.
The new files and more detailed changelogs can be found in their respective release posts and of course - on my Discord. Make sure you have the correct Patreon tier to access them.
The ReShade wiki mentioned in the video can be found here
2020-06-28 09:40:33 +0000 UTC
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It's that time of the month again!
This update focuses almost entirely on performance - and does a pretty good job at that, depending on the settings you can expect a performance increase of about 100% - yes, it runs twice as fast as before. No clickbait.
It achieves this by rendering internally in a lower resolution. While that on its own is nothing special at all, it does so in a way that it produces a full resolution output within a few frames, so each frame renders a portio...
2020-06-28 09:38:58 +0000 UTC
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Hey all!
As most of you are probably aware, almost all action is going on in the Discord server right now. As this is not very open for new people and also maybe a bit inaccessible, I'm currently taking steps towards moving guides and such to a publicly available site and posting news here regularly - I forget about it every time a new update drops but that's no excuse, you deserve it. Progress for new RTGI update made big strides so I have some time to spend on overall maintenance.
2020-06-12 17:05:46 +0000 UTC
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As the last video was a bit messy, I remade the guide with a fresh Patreon and Discord account on my own page and covered every possible pitfall I saw so far. Verify everything I mention in this video and everything should work. If not, hit me up in DM.
I cannot just post the invite link for the Discord server as the system has to know which patreon account belongs to which discord account. And linking the accounts already automatically adds you to the server so you don't need the invi...
2020-05-10 12:22:06 +0000 UTC
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One of the recurring topics of christmas Q&A talk has been the usage of MXAO on top of the RTGI shader. I wasn't really aware small scale details are that much of an issue before. So to unwind between christmas and NYE, I spent some time drafting some solutions for this problem and this planning came to fruition:
I came up with two improvements to the ray intersector. With the previous code, one really had to choose between small detail or large range GI, both was hardly possible. ...
2020-01-03 02:39:42 +0000 UTC
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Hello everyone,
I still receive many reports that you couldn't find the Discord server even after I posted a guide how to join it. Until now, every person with these inquiries had already been on the server but was apparently unaware of that. Please log into your Discord and check if you can see the server before you report it isn't working.
Happy modding!
2019-12-18 14:54:50 +0000 UTC
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Exciting news! The sharpen shader I have been working on for a while now left the Patreon early access phase and is now publicly available for everyone.
Visit
www.github.com/martymcmodding/qUINT
to fetch the shader along with some needed updates to the other qUINT shaders. DELCS (I need to find a better name...) is specifically taylored to enhance texture detail but prevent oversharpening, additional aliasing and halos.
2019-11-22 20:39:46 +0000 UTC
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So I've been getting a lot of messages lately how to access the Discord server and that it's not working etc. To verify, I went through the process myself with another creator (semi-censored but psst, my creator list is open ;) ) and took some screenshots to ilustrate it.
1) you select a Tier (to access the RT shader beta, it's the beta tier here)
2) you add your payment info and confirm
3)After you're done, just click on "View on Discord" (or "Connect to Discord" - depending on ...
2019-11-18 15:07:02 +0000 UTC
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I suppose it's nothing new that ReShade works on almost every game, but continued efforts on the developer's side made it available on Vulkan and DirectX 12, the two modes of RDR2. I've tested the 4.4.1 version from the official website and hooray, it works! What also works now, is the Ray Tracing shader as can be seen above. Rockstar Games might have decided against Ray Tracing in their game, but we can add it ourselves no problem =)
2019-11-05 18:04:58 +0000 UTC
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As the title says, the new update is out and the wait has been definitely worth it! Performance improvements, vastly reduced ghosting, automated skycolor detection, better sampling, a metric ton of bugfixes (can't really pat myself on the back for fixing stuff I did wrong in the first place...) are just a few entries on a vast list of changes.
The files and the complete changelog can be found on my Discord as usual - remember Patrons, link Patreon and Discord accounts and join the serv...
2019-10-27 18:21:40 +0000 UTC
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Thanks to all the breathtaking alpha supporters who thoroughly tested each feature and gave so many helpful suggestions and feedback, the RT shader now matured enough that I'm now able to move it to beta! This means that you only need the beta tier in order to access it.
To get it, it's the usual drill: beta (Breakfast) patron tier, collect Discord rewards, join my server, access the files and enter a vivid community of gaming and modding enthusiasts and more.
Happy modding!
2019-08-30 15:33:28 +0000 UTC
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This text form asks me "What are you thinking about?".
Good question. I'm lost for words.
I'm speechless.
500 patrons - 3 months ago it was 5. 10000% increase? I love you 10000? That sounds good!
I LOVE YOU 10000!
In all seriousness, this amount of support is just unbelievable. I would love to write some huge rehearsed message here to express my gratitude in a thousand words but as you can see, I'm lost for...
2019-06-12 00:11:01 +0000 UTC
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A very well made showcase by Patreon supporter mrstevens, go check it out! Really shows perfectly what this shader is capable of, especially diffuse shadows like on the car in the thumbnail, color bleeding and an overall more tangible game world.
2019-05-18 21:55:32 +0000 UTC
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I want to clarify a few questions from the community regarding the technical side of my shader:
What I'm doing is ray tracing in screen space, tracing rays against the depth buffer (a data buffer that contains the information how far an object is away, as opposed to the color buffer which tells you what color the object has and what you usually see in any game). When compared to DXR, it has several limitations: anything behind another object does not contribute, anything outside the scr...
2019-05-08 23:06:15 +0000 UTC
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As all patreons (patrons, patreons..?) already know from my Discord, I'm working hard on a ray traced Global Illumination method for ReShade.
This means you can have GI as drop-in in every game you want, with a few clicks. Work on such a feature started over a year ago, I posted some screenshots on the ReShade forums but eventually discarded it, due to other projects having more priority.
Since NVIDIA kicked off mainstream interest in ray tracing, I figured this is the right m...
2019-04-23 23:34:13 +0000 UTC
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Hello everyone! Previously, I announced something was coming - well, it came, on CES 2019. The filters Nvidia showed (Watercolor and others). It'll probably take a short while for them to be publicly available but do check for regular GeForce Experience updates!
As the members of my Discord already know, I've been working hard on improving MXAO, expect a release soon.
2019-01-14 09:07:07 +0000 UTC
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Just because I sometimes forget posting here, doesn't mean I'm inactive. With the advent of the ReShade 4.0 release, I've updated the entire qUINT library to support its features and make everything work nice and clean. Now there's a small side project where I'm not at liberty to tell anything about it, at least until after about 15th January. Saying this is easy, I know, but it'll be great, trust me ;)
2018-12-21 00:38:58 +0000 UTC
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Hello everyone: as you surely noticed (ahem), this site has received a minor makeover with up-to-date information and new Tiers. I also created a Discord channel to keep in touch with me. So if you are a Patron already, join it and check out your cool rank! If not, come anyway, we have room for everyone.
2018-09-27 22:23:57 +0000 UTC
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Shiny new update!
I've rewritten the entire sampling code - this means less samples with same look as before, so I reduced the sample counts for all quality settings with no visual loss, so you get performance for free.
The next major feature is a culling prepass, that basically renders AO in much lower resolution and skips main AO computation where the prepass didn't generate any occlusion at all. This means that all these large, white areas with no AO won't get processed, t...
2018-01-18 23:25:33 +0000 UTC
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Apologies for not being active, for not posting anything... there's a simple reason why I have been so busy: Nvidia Freestyle, the just-released addition to GeForce Experience, is featuring my filters! The last month(s) I have been working with Nvidia on this, which has been a great experience - but also consumed all my freetime. So, expect updates on all projects very soon :)
2018-01-11 17:15:05 +0000 UTC
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I did a complete overhaul of the blurring and that's the result. MXAO can be computed now at a size scale of 0.25, which means 1/16 of the pixels are computed only, this is an insane performance win! As pixel shaders run, you guessed it, per pixel, their performance hit is almost proportional to computed pixels. A size scale of 0.25 means that the AO will only take 6.25% of the performance hit of the full AO. In practice, upscaling and constant costs will add up a bit here but bottom line, MXAO ...
2017-11-23 00:23:49 +0000 UTC
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