Glamayre_Fast_Effects
- someone_for
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HDR support. Faster AO. Better Fake GI, especially if depth is available. Better sharpen.
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
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- someone_for
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"HDR FP16 color is in nits" option at the end is to tell my shader if the game's output is in a unit of light called nits. If it's off, it's still 16 bit mode (the option only actually appears in 16 bit mode). If it works okay without this then leave it off. I think turning it on when not needed might cause weird shadows.
Nits range about 0-1000. If the option is off it assumes it in Microsoft's scRGB scale, which ranges about 0-10. Actual range in both cases depends on your screen's max brightness. Both ways it's 16 bit HDR.
Microsoft's DirectX documentation suggests games should be using scRGB, but discussion in the discord code-chat channel suggested some Epic games output was in nits.
I've tested 10 bit HDR, I haven't actually been able to test 16 bit HDR as I don't have any games that are using it (or maybe my hardware doesn't support it?)
What games are you using and can you confirm it looks better with that checkbox on or off? I'm not sure which mode is the best default.
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- NoPippinNo
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I believe I've found a bit of an unexpected behavior when the GI depth component is enabled along with FSR and possibly other situations with varying depth buffer resolution.
On Cyberpunk stripe gaps appear in the shadowing effect when FSR is enabled and their amount increases as the internal resolution goes down, like it's pixels are being spread out to make up for the resolution difference
Here's a GIF sequencing of debug shots:
1. Area Light Debug, FSR at best quality
2. Area Light Debug, FSR at medium quality
3. AO Debug, FSR at medium quality
im4.ezgif.com/tmp/ezgif-4-69b10d2f14.gif
Edit: link expired quicker than I thought, will look into making another later
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Images would help - imgsli.com/ is a handy site for uploading images for comparison.
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I suspect you're getting weirdness in Cyberpunk because ReShade has picked the wrong buffer and it actually has something else in it. See if manually selecting the depth buffer helps and let me know.
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- NoPippinNo
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FSR Off
imgsli.com/OTY1MTE
FSR Highest Quality
imgsli.com/OTY1MDI
FSR Medium Quality
imgsli.com/OTY1MDQ
Also, the stripes fade with the GI Offset setting (and are only present when Fake GI depth effects are ticked on)
imgsli.com/OTY1MTk
FSR Highest Quality, MXAO
imgsli.com/OTY1MTU
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Thank you NoPippinNo. HZD behaves a bit differently but I managed to replicate the bug in DLSS mode.... and I have fixed it! Try the new version and see if it works for you.
Info for developers: Don't assume depth buffer size == backbuffer size. Don't use POINT sampling then ddx(depth) & ddy(depth). Glamayre now uses LINEAR for central depth sample (it still uses POINT for surrounding AO samples.)
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- NoPippinNo
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- Eggnoghog
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Can you make a contrast adaptive reduction? You alreade have an option for reducing AO bright areas. This works really fine. But (every) external AO has a general problem with foggy areas (which lack of contrast). The solution is, to compute the average contrast of the whole image (or even better, divde the image in, lets say 8 parts) and reduce the strength of the AO effect in areas which have a low contrast. If you are able to do this, it would be perfect.
Nevermind: I just tried your Fake GI AO - and it is much better. The quality/performance ratio is outstanding!
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- Eggnoghog
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- Aldazor
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I'm currently using them in WoW Classic and while AO works really beautifully, I have one issue with the GI.
It's capturing the color of the UI:
The UI isn't part of the depth buffer and the sky is being ignored properly.
I don't know if it's just how the shader works and nothing you can do will fix it, but I thought I'd ask here.
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Sky detect stops the sky from being changed (even in debug modes) but it's not so easy to remove the sky's effect on the hills. At the moment it desaturates and brightens the sky so it's brightness but not colour can affect the hills. I can't make it just assume sky is all one bright colour because then a dark night sky would cast bright light.
From your screenshots I can see the GUI isn't detected in the depth buffer, but is just visible in parts where it overlaps the sky. So I don't think it's possible to fix.
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github.com/rj200/Glamarye_Fast_Effects_for_ReShade
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- sanek7814
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It's mostly minor tweaks.
New in 6.1: Tweaked sharpenning to better balance dots & surrounding pixels. Simpler smoother adaptive contrast curve. Fake GI: Reduced light transfer between near/far areas, fixed over saturated colors at image edge.
Thank you for the feedback sanek7814, you did make me look at the sharpenning again and tweak it. It's impossible to avoid affecting fonts/GUI in a ReShade shader because it you only get the final output of the game to work with. What we really want is to be able to put our shaders in the middle fo the game's pipeline - that might be possible using ReShade 6's new c++ plugin system but no-one has implemented it yet.
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- sanek7814
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- Wicked Sick
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- someone_for
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