Screenshot Thread

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1 year 3 months ago #3641 by Ryuken
Sekiro: Shadows Die Twice











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1 year 3 months ago - 1 year 3 months ago #3642 by Marty McFly
Voxel based lighting transport using a LPV ( Light Propagation Volume ) with infinite bounces - on ReShade. Why? Because I can.

File Attachment:


The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.
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1 year 3 months ago #3643 by Duran.te
@Marty McFly


Unbelievable. Simply amazing!
I wonder how much time you spent on it. :lol:

Can't wait to see more!

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1 year 3 months ago - 1 year 3 months ago #3644 by klotim

Marty McFly wrote: Voxel based lighting transport using a LPV ( Light Propagation Volume ) with infinite bounces - on ReShade. Why? Because I can.



The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.


Could you upload it to git in its current state? Would love to test it! :D
Looks great!

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1 year 3 months ago - 1 year 3 months ago #3645 by jas01

The little blob there casts light, which spreads throughout the air like it would in real life, bouncing off surfaces and illuminating the scene directly and indirectly. The scene is dynamically voxelized each frame. Obviously only what you can see, but I found a surprisingly good heuristic to estimate object thickness and also solve the backface problem, so light bumps off the back side of objects.


Looking very interesting. Good to see you constantly improving your projects.

Is this also working for any (bright) light sources in some ReShade friendly game (essentially giving us more dynamic light sources) or working only in this specific scenery?
Are you planning to rework your global illumination (indirect lighting part of MXAO)? Can we hope to see more colorful light bouncing from object to object?

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1 year 3 months ago #3646 by Ryuken
Sekiro: Shadows Die Twice











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1 year 3 months ago - 1 year 3 months ago #3647 by Ophicer
Finnaly got Martys SSR, MXAO and DOF working with ME3. It works majority of them time in game since most of the surfaces are plastic/metal, but it's really performance heavy. But it looks better in motion. Really looking forward to that Voxel shader :woohoo:









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1 year 3 months ago - 1 year 3 months ago #3648 by Marty McFly
^I switched from voxels to plain ray tracing, much easier to do, more fun to do and looks better,as evidenced:

File Attachment:

File Attachment:
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1 year 3 months ago - 1 year 3 months ago #3649 by Ophicer
Mind Blowing! Looks amazing! Bet the performance hit is huge but it looks so damn good. And I read a while back someone said it couldn't be done via shader. Any ATA on this or is this for private use only?

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1 year 3 months ago #3650 by Wicked Sick


[img size=450] https://steamuserimages-a.akamaihd.net/ugc/829135118405294490/59A6BF9608FD223D74459F99ACEF9B84FBE86456/ ?.jpg

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1 year 3 months ago #3651 by Wicked Sick

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1 year 3 months ago #3652 by Marty McFly

Ophicer wrote: Mind Blowing! Looks amazing! Bet the performance hit is huge but it looks so damn good. And I read a while back someone said it couldn't be done via shader. Any ATA on this or is this for private use only?


Probably I told you that it wasn't possible - referring to actual scene ray tracing like RTX does it, this here is screen-space ray tracing, it can't intersect any object, just the ones in the screen and only the side that's visible to the camera.

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1 year 3 months ago #3653 by Bloody Eugene
It looks spectacular. Really.
Can you post a before-after screenshot?
Can't wait until you release it! ^_^

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1 year 3 months ago #3654 by Marty McFly
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1 year 3 months ago #3655 by lowenz
It's simply outstanding :|

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1 year 3 months ago #3656 by Ophicer
Correct me if I'm wrong, since its screen space ray-tracing it won't need a denoiser? Can't wait for it, GI makes the lightning look so much better.

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1 year 3 months ago #3657 by someone_for
@Ophicer

Love the ME screenshots. Well done. Would you please share your preset ?

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1 year 3 months ago - 1 year 3 months ago #3658 by Ophicer

someone_for wrote: @Ophicer

Love the ME screenshots. Well done. Would you please share your preset ?

I will post it on the preset page as soon as I finish optimising it for 1440p since it's only runs at 30fps at 4k. Also it needs an additional step, turning off post processing in game, that is if you want to use the provided LUT. I should mention it's not bug free, since reshade adds effects after all the in game rendering, some effects like AO and SSR clip through transparencies, fog effects and lens flare. I'd say it looks "as it shoukd" about 95% of the time.
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1 year 3 months ago #3659 by kaicooper
Super Mario Strikers




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1 year 3 months ago - 1 year 3 months ago #3660 by kaicooper
Locoroco (PPSSPP)





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