If this allows AO shading to be done before the fog pass, that will be a first that was never possible aside from ENB. Supposedly ENB is slow compared to ReShade, so it will be interesting to see how NVidia's implementation will perform.
Don't online games ban for this when detected?
Nv isn't known for sharing with open source stuff like this.
I have to wonder if reshade will be still be a free app in the coming months.
We will see.
AFAIK ReShade is bannable due to its certain features (such as zoom in). NVIDIA may not be implementing those.
Originally Posted by Imouto
ReShade usually just botches up the look the developers intended.
ReShade is the RGB PC hardware equivalent in PC gaming. Bad taste galore.
It has many features, you don't have to enable cartoonish looks in order to make use of it. PUBG used to be blurry af with antialiasing on, so I used ReShade (or was it Sweet FX?) version of AA and it was glorious. Then it became bannable.
Does this replace "Freestyle"? Am I being optimistic in hoping that the new driver will fix the innumerable bugs from Freestyle?
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As long as it stays open and free to write easily your own shaders, having more access would be great but then even current ReShade may limit that or simply doesn't implement or offer access to information to be used in shaders.
Obviously Freestyle is more of a click GUI for the general population while ReShade is more of I'm a developer and want to fix stuff other developers didn't have time to or cared to do. Of course ReShade also has a GUI and effects with settings to make it more accessible to general population but more often than not if you want the best you gotta delve deep, rewrite or write your own.
Of course all the on web images are often of crazy changes such as insane oversaturation and contrast, bloom and what not crap that people loved to do with SweetFX for older TES games. These sort of effects are much easier to see on small thumbnails on web than trying to compare say deband quality where on a small image you won't see a difference. Or trying to compare the very small sharpening effects that are often needed when developers do not use any after doing AA. Sadly on web all the common comparisons you will find will have the effects dialed up to 11 to make them easily visible. But you can absolutely take more of what MadVR is doing where the default effects are so subtle you are left wondering if it's working at all, yes it is.
Would be nice if there was cooperation and understanding between shader injection and application developers, I don't think Nvidia needs to be involved and such injection could be part of a common API, Vulkan, DX12, ... instead. Even if NV offers their own proprietary injection API on driver level... it may help only in some cases where developers may have gone to great lengths to try disable any injection, also becomes much more important what code is going to be used and how trustworthy that runs and deals with the shaders since it's gonna run much higher privileges won't it.
AMD could walk over NV and now even Intel if they wanted to compete, but they don't. They already fell into the same old $$$ trap where Intel/NV are buying their way out when needed, offering "rebates/incentives/programs-use-only-our-products" for which they should have been sued to the ground long before.
If you're on a crappy TN then people like to add the over saturation, or on blurry monitors crank up the post processing sharpness. But if you have a modern decent monitor with over sRGB and neutral or oversharpened setting you don't need any of it and may actually be looking at ways to reverse it back to neutral.
The Witcher, TES, etc. examples... 99% over saturated over contrasted ugliness.
I'm really one of those that likes to play things in its most vanilla state as possible (WoW being the only exceptions, addons are a must), hell i even like to eat some food in vanilla form ie sushi without soy sauce.