PPFX Shaderpack | 1.03.29 | SSDO GI and much more!
- x8009
Some games I couldn't get Depth buffer , NFS Payback . there is depth buffer but it's all white and barrel visible for SSAO. what can we do in this case ?
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- Martigen
Fantastic! Thank youMarot wrote:
[strike]Would be happy to once I've finished isolating Godrays and after I've optimized all three.[/strike] [strike]And pull request submitted.[/strike] PPFX_Bloom.fx, PPFX_Godrays.fx, PPFX_SSDO.fx are now in the standard reshade-shaders repository.Martigen wrote: Thank you Marot for doing this.
We need these added to Reshade's repositories (at least those you've fixed to work with 4.X) -- can you submit to Crosire for inclusion?
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- Zarathustra
Before
After
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- x8009
If PPFX_Bloom is not enabled when the game launched everything is fine.
If PPFX_bloom enabled there is no issue when the game launched everything is fine
If PPFX_Bloom enabled + Super depth Enabled when the game is launched then the graphics are distorted.
If I PPFX_Bloom Disabled + Super Depth Enabled when the game is launched everything is fine.
If I enabled PPFX_Bloom after the game is launched then everything is fine.
To fix the distortion all needed is to Reload reshade button and everything is fine again, but if I am Alt + Tab then it will be distorted again. If I don't enabled PPFX_Bloom at launch then Alt Tab will always work fine even after enabling it after game is launched.
Can someone fix this issue ?\
SuperDepth is always last on the list order and PPFX Bloom is on the top 1st
EDIT : It also happens in Journey game
EDIT: It also happens in Ghost Recon WildLands
This is the issue I posted with pictures
reshade.me/forum/general-discussion/4083...tion?start=920#34703
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- Euda
- Topic Author
I was able to upgrade to a notebook with a GPU strong enough for writing effects and testing in a realistic environment (my previous device had a chip based on the GeForce 210M - ).
Anyway, I was diving into the SSDO effect which, based on the answers in this thread, seems to be the most popular shader within PPFX. Current progress features the following changes:
- Drastically reduced noise, effect now looks much smoother with both small & high sampling ranges
- Added parameters for more customization
- Changed blending mode
- Changed how colors are mixed in the occlusion term for indirect light bounces - the colored areas now look more correct
- Fixed issues with LOD parameters
- Added temporal supersampling (+parameter so you can trade ghosting against smoothness)
Here are some screenshots, release will come after I cleaned up my code.
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- kanuuna
Marot wrote:
Based on your glowing feedback, I've gone ahead and done just that:kanuuna wrote: Any chance of seeing the bloom shader from this package imported to recent versions of ReShade?
github.com/Mortalitas/GShade-Shaders/blo...haders/PPFX_Bloom.fx
You'll also need to grab the following png and throw it into your Textures folder:
github.com/Mortalitas/GShade-Shaders/blo...r/Textures/DirtA.png
If you can recall any other parts of this shader that particularly struck you as unique, do let me know and I'll give them the same treatment when I stumble upon more free time.
I'm sorry I didn't catch your reply earlier - I want to give you massive thanks for bringing an update to this shader. It really breathes new life into games like no other shader of its kind. I've been playing around with the updated version in conjunction with Marty's WIP 'RT' shader and they compliment one another in wonderful fashion.
Thank you.
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- Zarathustra
kanuuna wrote: I've been playing around with the updated version in conjunction with Marty's WIP 'RT' shader and they compliment one another in wonderful fashion.
QFT!
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- v00d00m4n
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- jas01
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- Euda
- Topic Author
pixelbanane.de/yafu/1028390544/SSDO+Release.rar
Make sure you drop both the noise and the shader files into your ReShade directory. Replace the old files if necessary. Huge Thank You goes to Marot Satil for de-coupling the shader from the old PPFX file developed for ReShade 0.x – Thus keeping the project alive!
I left your name in the file header.
Github Link:
github.com/pascalmatthaeus/ppfx
Please tell me about issues and wishes you have for the effect. Thank you in advance.
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- jas01
No issues for now. It's working fine even with other AO shaders. Playing with it and Marty McFly's new PTGI Shader I wonder about one thing - Why won't someone create a shader based on a more traditional AO MIXED with PT (just to get a little quality boost from it - For example use it only for it's light boucing part). Newer AO techniques like GTAO are already working pretty well.
Speaking about GTAO (Ground Truth based Ambient Occlusion). Could you take a look at this shader and see if you could improve your newest version of SSDO even more?
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- Marty McFly
jas01 wrote: Looking and performing very well. I really like it (especially its indirect lighting/light bouncing part). It was a much needed update, so thank you very much for your work.
No issues for now. It's working fine even with other AO shaders. Playing with it and Marty McFly's new PTGI Shader I wonder about one thing - Why won't someone create a shader based on a more traditional AO MIXED with PT (just to get a little quality boost from it - For example use it only for it's light boucing part). Newer AO techniques like GTAO are already working pretty well.
Speaking about GTAO (Ground Truth based Ambient Occlusion). Could you take a look at this shader and see if you could improve your newest version of SSDO even more?
MXAO HQ mode is GTAO
Also why would you want to mix a higher precision AO with a lower precision AO? Any regular AO looks very incorrect from a reality perspective, brute force methods just outperform them, but are sadly much slower.
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- jas01
Marty McFly wrote: MXAO HQ mode is GTAO
Also why would you want to mix a higher precision AO with a lower precision AO? Any regular AO looks very incorrect from a reality perspective, brute force methods just outperform them, but are sadly much slower.
I would like to use it, but to my knowledge there is no working indirect lighting option for your HQ MXAO yet. Waiting for it in patience.
As you said. Better performance is the main reason here. But maybe I'm wrong - Not sure if creating a shader that would combine GTAO with some form of PT (for example used for IL/ lights bounce) is even possible at all (or if it could be faster than the full version of your PTGI shader). I was thinking about using PT for IL only (alongside more traditional/regular AO technique). Personally I really enjoy using MXAO/GTAO and SSDO, but I wasn't able to achieve a truly spectacular looking light bouncing with any currently released ReShade shader (nothing close to this or this ).
About combining two different AO shaders - Of course I wasn't suggesting mixing two very different AO techniques here (if talking occlusion alone). I only like to use larger radius AO & finer AO sometimes (usually getting some pretty mixed results). It would be ideal for me to just have something closer to this enb shader called "skylighting"... But it's a different topic.
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- Reticuli
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