![]() ![]() With depth it can approximate local and distant indirect illumination even better, and add large scale ambient occlusion.ģ, 4, 5 & 6 require depth buffer access. The main part of it can be run in 2D mode for when depth info isn't available. It makes the lighting look less flat you can even see bright colors reflecting off other surfaces in the area. Not the most realistic solution but very fast. Attempts to look like fancy GI shaders but using very simple approximations instead. Depending on how the game uses the depth buffer it may be possible to detect background images behind the 3D world and disable effects for them. Depending on how the game uses the depth buffer it may be possible to detect when not in-game and disable the effects. A sharpened background can distract from the foreground action softening the background can make the image feel more real too. There is also the option, AO shine, for it to highlight convex areas, which can make images more vivid, adds depth, and prevents the image overall becoming too dark. It's designed for speed, not perfection - for highest possible quality you might want to try the game's built-in AO options, or a different ReShade shader instead. The algorithm gives surprisingly good quality with few sample points. This is faster than typical implementations (e.g. Shades concave areas that would receive less scattered ambient light. However, long edges very close to horizontal or vertical aren't fixed so smoothly. Almost twice as fast as normal FXAA, and it preserves fine details and GUI elements a bit better.
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