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Reshade with demos

category: general [glöplog]
 
As Alien^pdx was doodling with Reshade to pimp Crysis, i was wondering if it works with demos. so I picked a random FLT demo and picked some post-pro effects in Reshade and I was actually positively surprised that it 'works' out of the box. surely it is useless in demos with lots of 2d/raymarching/particle effects but it can be a funny way to brush up the visual quality of old demos.

screenshot comparison (with youtube, i was lazy to turn the stuff off again and screenshot the exact right same moment, with video that's easier :P)
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(that's with the AO, adv motionblur, godrays, HDR, movietintcolors, vignetting, filmgrain shaders)
Interesting (: though to be fair, it looks like you went a bit overkill on it :P
added on the 2016-02-07 21:46:36 by ___ ___
yeah, didn't tweak the parameters, just turned some effects on to see if they work :D
hooray, why have full hd or 4k if everything looks like late 90s 3dfx blurbness again?
added on the 2016-02-08 00:35:11 by T$ T$
Yeah, but the blur will be so high-def and smooth!
added on the 2016-02-08 00:53:42 by ___ ___
Nice. Can I now finally have that "My little Pony edition" of Apocalypse When?! ;)
added on the 2016-02-08 10:22:39 by raer raer
Oh reshade supports opengl too. Will have to test ;)
added on the 2016-02-08 10:59:47 by leGend leGend
legend: jup, tried it with kewlers stuff like onefinger and xmix. worked lovely.

personally i always disliked the lighting in fr-aeon5... and often thought AO would soooo improve the scenes. and yes, it does :) underneath how i post-processed aeon5. sadly some alpha-based effects are totally destroyed by the shader injection, but, overall it was a good watch :)

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(and sorry if this offends the original creators with this butchery, it's only an experiment :P)
any new entries to the forever ongoing size antimatters remix competition then?
added on the 2016-02-08 15:30:54 by psenough psenough
How does this thing work? I really don't get it..
added on the 2016-02-08 15:56:22 by Navis Navis
Navis: as far as i can tell it injects typical post processing shaders which you can tweak into the rendering pipeline. http://reshade.me/ just download it and try it i guess. i haven't bothered yet, but it seems interesting indeed.
added on the 2016-02-08 17:31:38 by psenough psenough
navis: it is a tool with a collection of post processing shaders. you can pick an .exe and toggle those shaders and it'll inject those post processing shaders into the .exe (via a modified .dll that makes OGL or DX load the reshade.fx shaders by the look of it). then those shaders load on startup. so it makes the load on the GPU a bit heavier, but it can actually give quite funny results as demonstrated above.

i tested it with sizeprods (a few 64ks both in OGL as DX) but sadly it doesnt work with those. wouldve loved to see cns-beyond and fr-the product with some AO pass :)
navis: some 'filmic filter' (which probably just adds contrast) and extra AO on happiness. ironically it makes it extra gloomy :D
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hm, I wonder how does it know which input is which - in SSAO, for example, you may have a normal map, a color map, a depth map, and some other maps for various other things.
added on the 2016-02-09 01:21:30 by Navis Navis
Navis: Just running out of the box these post processing injectors are only using the final renderbuffer colour and depth map. So they are just using only the depth information to reconstruct world space for the AO and DoF etc. I know a lot of these injectors don't work properly on certain games because they can't get the correct depth map so then you are just restricted to colour based modifications only.

I can't imagine any way that it would detect specific g-buffer data from arbitrary render targets and work in every case. I guess you could use something like Renderdoc and manually find where the normals are being rendered in a specific game and write some sort of custom script on a game by game basis to access the data you want.
added on the 2016-02-09 02:45:23 by drift drift
Right, so it probably does the AO etc. on top of existing AO (hence the extra crispy darkening). It will work better on older demos without any processing on.
added on the 2016-02-09 09:33:55 by Navis Navis
the tool is clearly for game modding and i assume modding people spend more time and effort in really game-specific shader tweaks written specifically for that game (as drift suggests) e.g. water/light shader improvements in Crysis 3. so then it obviously yields better results. one can probably do the same with a demo, but effort and i was just wondering if the tool would work with demos, which it does. :)

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