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Old 24-03-18, 09:58   #11
annl
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All of them have, you can download it at the link in the first post.
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Old 24-03-18, 10:42   #12
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Thanks everyone! Any suggestions on what you could see being added?

I’ll look at SMAA, don’t know if it makes any difference.

EDIT; I've looked at SMAA, if it made any difference I didn't notice it.

Last edited by annl; 24-03-18 at 11:15.
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Old 24-03-18, 11:31   #13
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That looks really good! Congrats!
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Old 24-03-18, 13:00   #14
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Quote:
Originally Posted by annl View Post
Thanks everyone! Any suggestions on what you could see being added?

I’ll look at SMAA, don’t know if it makes any difference.

EDIT; I've looked at SMAA, if it made any difference I didn't notice it.
It does, it retains sharpness, unlike FXAA

Links: 1, 2, 3

Being as it is ReShade incompatible with any proper form of anti-aliasing applied from the graphics adapter's control panel (MSAA, etc), SMAA is the second best thing. It has a bigger performance hit than FXAA, mind you, but overall image sharpness is better.

Last edited by Famicom; 27-03-18 at 16:44.
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Old 02-04-18, 13:57   #15
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The textures look amazing! Are these available already as part of another mod? I haven't played TR1 in years.
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Old 02-04-18, 14:32   #16
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Is this new engine or a fragment shader for glrage ?
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Old 02-04-18, 15:19   #17
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Quote:
Originally Posted by msulak View Post
Is this new engine or a fragment shader for glrage ?
Quote:
ReShade is an advanced, fully generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.

The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it.

ReShade features its very own shading language and transcompiler, called ReShade FX. The syntax is based on HLSL, adding useful features designed for developing post-processing-effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, ...

And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language.
From the author's website
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Old 04-04-18, 05:15   #18
Lara Coft Baby
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OMG it's so pretty!! I would love to play TR1 with updates textures and stuff.
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Old 04-04-18, 07:26   #19
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Default Progress Update.

I’ll be releasing this reshade preset soon with links to the additional effects needed for depth of field. Ambient Occlusion is not happening, it really doesn’t fit the game at all.

What you see in the video is what you’ll get.

For now, I am testing the whole game to see how the depth of field looks in every level. So far, it looks fantastic and doesn’t have any issues. I’m at the end of the Sanctuary of the Scion at the moment.

The depth of field essentially acts as a much better replacement for the old draw distance fog that is able to be turned off in TombATI.

Oh, and for those wondering. TombATI offers the Glidos HD textures as an option, I did NOT make these, they were made by JC (John Capon) for Glidos many years ago and ported to TombATI. The only two things I made where the sound changes and Reshade effects preset.

Last edited by annl; 04-04-18 at 07:35.
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Old 04-04-18, 14:18   #20
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Can you post something with ambient occlusion in it? Just interested to see what it'd look like.
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