Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 09:23PM Posted by: salvasirignano | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 11:52PM Posted by: maxi82 | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 12, 2015 10:09AM Posted by: salvasirignano | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 12, 2015 01:31PM Posted by: JohnMaverick | Registered: 14 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 12, 2015 03:29PM Posted by: NickJW | Registered: 14 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 12, 2015 04:03PM Posted by: Rot Teufel | Registered: 16 years ago |
#define SMAA_THRESHOLD 0.12 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good. #define SMAA_MAX_SEARCH_STEPS 36 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 70 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define SMAA_EDGE_DETECTION 1 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. // -- SMAA Predication settings -- #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold. // -- Debug SMAA settings -- #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.35 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
// -- Sharpening -- #define sharp_strength 0.80 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.280 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 07:42AM Posted by: vesuvius | Registered: 20 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 08:56AM Posted by: vesuvius | Registered: 20 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 11:31AM Posted by: Rot Teufel | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 02:19PM Posted by: AugustoGibim | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 02:42PM Posted by: NickJW | Registered: 14 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 13, 2015 07:18PM Posted by: NickJW | Registered: 14 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 17, 2015 09:44AM Posted by: sergio_poletti | Registered: 15 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 17, 2015 10:57AM Posted by: Rot Teufel | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 22, 2015 04:01PM Posted by: Rot Teufel | Registered: 16 years ago |
Quote
Changelog
0.18.0:
Added window event message queue hooks, which handle keyboard and mouse input
Added option to use key modifiers/combinations for toggling techniques via new annotations "togglectrl", "toggleshift" and "togglealt"
Added support for numeric escape sequences in string literals to effect parser
Added disclaimer message to overlay
Added error message to setup tool if Visual C++ redistributable is missing
Changed hook installation to log error status code if hook activation failed
Changed network traffic monitor to use interlocked operations instead of critical sections for thread-safety
Changed setup tool to only attempt analyzing the executable PE file and not launching the game (fixes crashes)
Fixed crash in GTA5 when Steam overlay was active and ReShade named "dxgi.dll"
Fixed effect reloading not working if there was an error during the preprocessor step
Removed "d3dx9" dependency from 64 bit build since it isn't used there
Removed support for loading effects from "Sweet.fx" and "ReShade\Common\ReShade.fx". Please use "ReShade.fx" instead.
Removed disclaimer messagebox