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Has anyone tried ReShade for Fallout 3 / New Vegas?

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Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by noodles1976 on Wed Jun 17, 2015 6:28 am

So, I was poking around last night on the web looking for ways to improve / edit an ENB preset I'm working on. I came across this site: http://reshade.me/ and it looks very promising for Fallout 3 / New Vegas as an alternative to ENBs. The author claims this to be able to add bokeh DoF and ambient occlusion along with all the other enhancements that come with using SweetFX...

I looked at the supported games list, and FO3 & NV are listed... http://reshade.me/compatibility

I was just curious if any of you graphics guys & gals have experimented with this for the Fallouts, and if you have, what are the results like?

I'd prefer to get an educated assessment of this before I throw it into the game. I haven't seen it mentioned here before (or any other site), I might just need to man up and be the guinea pig Smile

Any info would be appreciated!

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by Tesvixen on Wed Jun 17, 2015 6:39 am

I hadn't even heard of this... interesting. Sounds like we'd need someone to create a preset though, as the website says that by default, ReShade does nothing.
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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by sieboldii2 on Wed Jun 17, 2015 6:45 am

It appears that xvt has created settings for FO3. The user name looks familiar, but I can not place it.
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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by noodles1976 on Wed Jun 17, 2015 7:14 am

I'm actually using Ceanos' SweetFX preset for Far Cry 4 that uses ReShade, so I have used this before...I just didn't realize the source came from the site I linked to above... Rolling Eyes It made a big difference in performance, more visual bang for less system cost. I haven't touched FC4 in ages, so I guess that's why it slipped my mind.

I think I may just have to install it and start making a preset, or edit an existing one. I think the xvt v0.3 preset uses the older 1.5 dll for SweetFX, not the ReShade version...or did I miss something in the forum over there? Good catch sieboldii2! It looks pretty decent from the screenshots I saw on sfx.thelazy.net.

N~dles

EDIT: Here's a tutorial on installation and configuring from the ReShade website...lots of good info here in case anybody else wants to try this...


Thumbs Up

EDIT 2: So, I've got it installed and running with a dummy preset for SweetFX...just SMAA & Lumasharpen. Going to start digging into the settings and come up with a preset for people to try out. Will post screenshots as soon as I get something worth sharing Smile

EDIT 3: Screenshots! I found a few presets to use as guides for editing, and put this together as a tester. Thanks to Brandon Hortman for his work...figured out how to combine SweetFX 2.0, ReShade and MasterEffect ReBorn thanks to his preset. Since this thing is set up as a 'generic' mod (will work with any game), there are some issues with the DoF detecting the hud...it gets blurred out, but I usually only use it for screenshots anyway. There are four types of DoF to choose from, this is Matso's.
This is not an ENB:




I'll keep tinkering away with this thing...got to look into trying to solve the HUD blurring with DoF activated.

Good

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by alexcroww on Wed Jul 01, 2015 3:42 pm

Great tutorial Noodles. Any luck with the DOF?
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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by TheHulksCousin on Wed Jul 01, 2015 6:20 pm

This looks interesting. Any news on how bad the performance hit is?

I can't use ENBs on my potato rig, so this would be an interesting alternative.

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by Sentience on Wed Jul 01, 2015 6:49 pm

I've never even heard of this before, let alone as an ENB replacer of sorts. That is definitely cool, I usually only have ENB for taking pics, but it'd be cool if the performance was good enough using this to have fluidity on my gameplay (mine is also a mid-level rig).

Awesome find, I'm going to keep an eye on this topic, and go download everything else mentioned other than SweeFX, as I already run using that.

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by NaNoXiD on Wed Jul 01, 2015 8:16 pm

Wow this looks very interesting. It would be nice to know how bad the performance hit is.

I usually play with ENB´s the whole time in Fallout and can´t play without them, but the -30/40 FPS are extremely annoying.

Will definitely test this out in the future.
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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by noodles1976 on Thu Jul 02, 2015 12:03 am

Hi guys...

The way I had this set up on my machine initially was combining ReShade + SweetFX 2.0 + MasterEffect ReBorn together, something that they really don't advise on the ReShade site, mostly due to duplicate effects. It can be done, but I found the best performance was by using ReShade & SweetFX 2.0 only. Most presets for other games you'll find can be adapted to work in the Fallouts, existing SweetFX presets for the Fallouts on thelazy.net can be updated to work with this and there is one preset on the Nexus for Skyrim: http://www.nexusmods.com/skyrim/mods/66171/?

There's probably more out there...just haven't searched all that hard Wink

The performance hit with all three suites together is comparable to an ENB, essentially a 10 - 20% loss of FPS. However, that's on my system, which is a mid-range gaming machine with a 1 GB GPU. It's not a killer machine by any means. I was also running this with a lot of effects activated, the biggest hit came from the DoF...with it off I was running 50 - 60 FPS (lots of texture mods), with it on I was at 35 - 40. That was with all three shader packages Frankensteined together, performance was much better only using ReShade and SweetFX 2.0.

The DoF looks amazing for screenshots, not so great for game play. I ended up using Dynavision for a static effect, then switched the DoF on for screenies...activated by the * key. The HUD getting blurred isn't something that I can figure out how to fix, not quite clever enough to sort that out Sad

It's worth taking a look at their website...some very cool things going on over there. It's not 100% ENB substitute, but it's a good alternative to get more visual punch out of your game for less system cost.

N~dles

EDIT: Sorry for the long rambling post...just got off work Wink I forgot to mention that if you decide to use this, and you use the 4GB launcher, be sure you put all the files into the exes folder...it won't work otherwise. Also, all screenshots end up in that folder as well scratch

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by alexcroww on Thu Jul 02, 2015 3:41 pm

Hi noodles,
I try to set the AO without success.
I tried with reshade+sweetfx and reshade+framwork
There is some AO but only in third person!
Do you have the same results?
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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

Post by noodles1976 on Fri Jul 03, 2015 12:09 pm

Hi Alexcroww,

ReShade gives you 4 options for ambient occlusion...I was testing the HBAO mostly. ReShade's game compatibility list states that this does work for Fallout, but without some of the depth-based effects. I didn't really see any difference TBH. This is how it was set up for me:
Text:
/*==============================================================================*\
|                     EFFECT PARAMETERS - DEPTH BASED EFFECTS                    |
\*==============================================================================*/

/*==============================================================================*/
//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD 3 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI
#define AO_SHARPNESS 0.5 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER 0.2 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER 0.7 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.

//AMBIENT OCCLUSION - SSAO
#define iSSAOSamples   128 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 0.2 //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount   0.2 //[0.0 to 5.0] Amount of SSAO edge brightening

//AMBIENT OCCLUSION - RAYMARCH AO
#define iRayAOSamples   78 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange   0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth   0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening.

//AMBIENT OCCLUSION - HBAO
#define iHBAOSamples 7 //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange 1.6 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount 1 //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp 0 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation 0.2 //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.

//AMBIENT OCCLUSION - SSGI
#define iSSGISamples 24 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange 0.5 //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness 5.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors.

I was able to get the AO to work (with some transparency issues) in first person testing out the HBAO in MaterEffect ReBorn by MartyMcFly with these stettings:
Text:

//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD 3    //[1 to 4] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI
#define AO_SHARPNESS 1.0 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_DEBUG 0    //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER 0.0 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER .6 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.

//AMBIENT OCCLUSION - SSAO
#define iSSAOSamples   128    //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 3. //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount   .001 //[0.0 to 5.0] Amount of SSAO edge brightening

//AMBIENT OCCLUSION - RAYMARCH AO
#define iRayAOSamples   24 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange   0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth   0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening.

//AMBIENT OCCLUSION - HBAO
#define iHBAOSamples 7    //36   //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange .5 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount   4 //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp  .5 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation .19           //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.

//AMBIENT OCCLUSION - SSGI
#define iSSGISamples 24 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange    5.0 //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult 8. //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 10. //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness 1.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors.

#define AO_ToggleKey     0x24

Please keep in mind that I was only testing this out to see if it would work in Fallout...I'm not an expert on post processing effects, or confident enough in my knowledge to give you advice on how to modify the files. My strongest suggestion would be to visit ReShade's forum, they're a good bunch of guys over there. Very knowledgeable and friendly bunch...they're like the GUN of post processing Wink

What I found to be the best starting point was to d/l existing presets and dissect them...basically find the effects that were making my game look bad and adjusting them until it looked good. Then simply combining the settings together with other presets to Frankenstein one together that I liked. Brandon Hortman made a really great one for Dragon Age: Inquisition, which was my starting point.

N~dles

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Re: Has anyone tried ReShade for Fallout 3 / New Vegas?

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