It's raytracing with some limitations since it's being injected.
Reshade beams out three rays per pixel in calculating shade and light bounce - giving a new layer of accuracy and depth to the way the scene is lit. Take a look at the video below and you'll see a number of A to B comparisons that reveal a stark difference.
The Reshade RT filter is still deep in development (though Reshade Patreon supporters can access the latest alphas right now) and there are a number of limitations to factor in. The biggest is that Reshade's access to in-game data is limited to screen space, meaning that anything you don't see on-screen won't be ray traced. Again, the video reveals a range of scenarios where this can break the effect. Another profound limitation is that because Reshade only has access to depth and colour information, it can only make educated guesses on where light is coming from and how it should be traced.
Ray Traced World of Warcraft would be sweet.Some of the comparison pics show some decent improvements, although not quite as much as some other implementations, like Minecraft. Would be cool to see how it affects cartoony type games, like Minecraft or World of Warcraft. I saw that someone recently imported Warcraft assets to another program and did a mockup of pathtracing in a certain area (with some material changes to work better with RT), and it went from looking cartoony to CG-like:
https://www.reddit.com/r/wow/comments/bfzsk1/raytraced_flythrough_of_boralus/
Can someone post A/B comparison pics here, vid quality is bad and the DF comparison tool is horrific on mobile
Those old GTA games would benefit immensely. They are the epitome of weird unlit boxy looking games which benefit a ton from stuff like this.Great to see more games getting custom Ray traced mod.
Even GTA San Andreas just got RT'd too, which is pretty crazy.
I used bloom on my video side to show off the shader pack, but it is really not overwhelming, I turned it a bit above basic crysis levels more or less. The SSGI does look a bit bloomy in crysis, it is just how it works there really ! Not always, but at times it looks a bit overlayed.Shadows look much better, but looks like there's too much bloom, is it possible to tone down that?
These shots are courtesy of Dark1x
oh baby i need this
Anything with moving lights with shadows should be great..Omw home from work so haven't seen the video yet. Can/will it be available for all games?
Dark souls 1 & 2 would be awesome .
Amazing stuffI used bloom on my video side to show off the shader pack, but it is really not overwhelming, I turned it a bit above basic crysis levels more or less. The SSGI does look a bit bloomy in crysis, it is just how it works there really ! Not always, but at times it looks a bit overlayed.
It probably works better in games that have less messed up depth bufffer access - just we could not pass up the opportunity to doa video on crysis coop and around the anniversary of my original Crysis video.
These shots are courtesy of Dark1x
I used bloom on my video side to show off the shader pack, but it is really not overwhelming, I turned it a bit above basic crysis levels more or less. The SSGI does look a bit bloomy in crysis, it is just how it works there really ! Not always, but at times it looks a bit overlayed.
It probably works better in games that have less messed up depth bufffer access - just we could not pass up the opportunity to doa video on crysis coop and around the anniversary of my original Crysis video.
These shots are courtesy of Dark1x
Oh look I'm going to play Half Life 2 yet again!I used bloom on my video side to show off the shader pack, but it is really not overwhelming, I turned it a bit above basic crysis levels more or less. The SSGI does look a bit bloomy in crysis, it is just how it works there really ! Not always, but at times it looks a bit overlayed.
It probably works better in games that have less messed up depth bufffer access - just we could not pass up the opportunity to doa video on crysis coop and around the anniversary of my original Crysis video.
These shots are courtesy of Dark1x
The main benefit of ray/path-tracing is the fact that we sample information from world-space and we're not limited to screen. SSRT is kinda meaningless because we can solve diffuse GI in screen space semi-analytically and a lot faster. Pure RT for screen space GI is unnecessary brute-force. For exampleAlso Screen Space Path Tracing, i wonder if that will be used in actual games, seems like a good way to get affordable GI, the inaccuracies could be tweaked by devs themselves perhaps.
The main benefit of ray/path-tracing is the fact that we sample information from world-space and we're not limited to screen. SSRT is kinda meaningless because we can solve diffuse GI in screen space semi-analytically and a lot faster. Pure RT for screen space GI is unnecessary brute-force. For example
Technique from above video is already used in Path of Exile.
Plus paper for HBIL (horizon-based indirect lighting) has been out for a while now.
We'll probably see similar SS techniques for lighting in next gen games, just more elegant.
Man, I love and miss this realistic look in games. Awesome texture art and quality, good and natural lighting. No overexposure, bloom bleeding, and excessive lens flare. And the superb image quality, of course (no CA, for that instance).
It's quite logical extension, we have seen tests on it from ~2008 and onward.I had an idea for an SSAO application that would take colour information from nearby objects to add colour to the shading and...well....this pretty much just does that. Huh.
SSDO is a small area version, not sure what version later Crysis actually uses.Didn't Crytek do something similar in the Crysis sequels by voxelising the depth buffer and approximating GI bounces with that? I remember some presentations of their tech.
The main benefit of ray/path-tracing is the fact that we sample information from world-space and we're not limited to screen. SSRT is kinda meaningless because we can solve diffuse GI in screen space semi-analytically and a lot faster. Pure RT for screen space GI is unnecessary brute-force. For example
Technique from above video is already used in Path of Exile.
Plus paper for HBIL (horizon-based indirect lighting) has been out for a while now.
We'll probably see similar SS techniques for lighting in next gen games, just more elegant.
Screen-space for certain (which the video points out a lot), but hey, I think it is an ultra neat replacement for standard SSAO. Especially in older games.
It also probably has a great additive effect to those games that have extreme baked lighting.
BTW - Crysis is a game that actually has an open/editable shaders. So this mod coud technically have a native implementation and function much much better.
It needs to access the environment sky texture if it's a miss. They probably can't get to the environment sky from the depth buffer.. I hate screenspace algorithms. I'm glad they are going away.That's a neat effect, but I think it darkens foliage too much since it doesn't seem to let light through. It also seemed to have some weird contrast effect on textures with John.
The shadow cast by the character looks so unnatural and weird. Like a giant black blob as latched onto the character.