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Block Aloni:
QuadStorm:
Reshade 2.0 is out, now with a nice new assistant program to go with it. Mirror link has been updated to include it.
Instructions to use it are below the download link: http://reshade.me/#download
--LegoPepper--:
With SSAO:


Without SSAO:


Aside from some visual artifacts, ssao is pretty good looking and performance friendly.
Here are my settings:

--- Code: ---//>Global Parameters<\\
#define AO_METHOD 1 //[1:6] //-No description given
#define AO_TEXSCALE 1 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.65 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 20 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.0 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.

//>Global Parameters<\\
#define AO_FADE_END 1.00 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RFX_ToggleKey //[undef] //-

//>SSAO Settings<\\
#define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 200.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1.0 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 0.5 //[0.0:5.0] //-Amount of SSAO edge brightening
--- End code ---
portify:

--- Quote from: Demian on March 01, 2016, 08:49:28 AM ---It's a shader. It even works in the main menu because it's all post-processing. It doesn't care about the state of the game or indeed what program it's running on as long as it uses OpenGL or DirectX. You can probably use shaders on some text editors.

--- End quote ---

ReShade will not provide access to the depth buffer if it detects that the target program is using networking (though of course you can edit ReShade to get around that)
Demian:

--- Quote from: portify on March 10, 2016, 03:47:48 AM ---ReShade will not provide access to the depth buffer if it detects that the target program is using networking (though of course you can edit ReShade to get around that)

--- End quote ---
Really? Why? So all effects that use the depth buffer do not work in online games? Is there a setting you can change or is the source code released?
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