PR Graphic Enhancement Mod

General discussion of the Project Reality: BF2 modification.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

re: PR Graphic Enhancement Mod

Post by ComradeHX »

Ambient Occlusion from McFx does not work at all.

You took out texture files.


And it does not work even when I put texture files back in.

Wtf?
StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

re: PR Graphic Enhancement Mod

Post by StevePl4y5 »

I just tried this out, I love it. Takes a little longer for the game to boot up but it's worth it.
BlazeDBe3
Posts: 30
Joined: 2011-08-12 22:01

re: PR Graphic Enhancement Mod

Post by BlazeDBe3 »

Thanks for this, Really adds some flavor to a old dated engine but still the best damn gameplay there is! Nice little 'tide you over' till Squad and Ground Branch come out ;)

Learned of ReShade during GTAV, and glad to see someone made a nice PR preset too!

Here some i just took in a local server;
http://imgur.com/a/BwmgE

Note also I run Digital Vibrant @ 70% in NV Ctrl Panel
SAM609
Posts: 184
Joined: 2012-09-04 05:40

re: PR Graphic Enhancement Mod

Post by SAM609 »

ComradeHX wrote:Ambient Occlusion from McFx does not work at all.
You took out texture files.
And it does not work even when I put texture files back in.
Wtf?
Ambient Occlusion needs full depth buffer access to work correctly , unfortunately PR (and a lot of other games) doesn't have depth buffer access right now , but Crosire (reshade's dev) said that he will fix that problem in future update ! remember that ReShade is still in beta stage !
Right now depth buffer is only accessible in first person view ( that mean your hand and weapon and if you're inside a car , everything that is inside that car get AO ) , but when that depth buffer problem is fixed , it'll be possible to use SSAO or even HBAO in PR ! ;)
this will give you an idea how the AO will look like in PR ! >>

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Applied AO >>
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LeMe
Posts: 43
Joined: 2013-10-24 09:58

re: PR Graphic Enhancement Mod

Post by LeMe »

Can Low end PC's run this ? 0.o
SAM609
Posts: 184
Joined: 2012-09-04 05:40

re: PR Graphic Enhancement Mod

Post by SAM609 »

LeMe wrote:Can Low end PC's run this ? 0.o
You only need a better graphic card to run this mod with everything maxed out ! I have a Radeon R7 260X (which is a mid-range GPU) and it can run the game + ReShade pretty smoothly with only 2-3 frame drop ! ;)
Last edited by SAM609 on 2015-06-19 19:12, edited 1 time in total.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

re: PR Graphic Enhancement Mod

Post by ComradeHX »

SAM609 wrote:Ambient Occlusion needs full depth buffer access to work correctly , unfortunately PR (and a lot of other games) doesn't have depth buffer access right now , but Crosire (reshade's dev) said that he will fix that problem in future update ! remember that ReShade is still in beta stage !
Right now depth buffer is only accessible in first person view ( that mean your hand and weapon and if you're inside a car , everything that is inside that car get AO ) , but when that depth buffer problem is fixed , it'll be possible to use SSAO or even HBAO in PR ! ;)
this will give you an idea how the AO will look like in PR ! >>

Image

Applied AO >>
Image
Have you figured out how to make GeDoSaTo's SSAO work?

Apparently it works differently as it fails in first person(weapons disappear if you look down) but works in everything else.
SAM609
Posts: 184
Joined: 2012-09-04 05:40

re: PR Graphic Enhancement Mod

Post by SAM609 »

ComradeHX wrote:Have you figured out how to make GeDoSaTo's SSAO work?

Apparently it works differently as it fails in first person(weapons disappear if you look down) but works in everything else.
Never heard of that one ! can you give me link to it ??!
There is already 6 different AO method in latest MasterEffect release , but as I said before a full depth buffer is absolutely necessary to make them work correctly in a game ! :-(
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

re: PR Graphic Enhancement Mod

Post by ComradeHX »

SAM609 wrote:Never heard of that one ! can you give me link to it ??!
There is already 6 different AO method in latest MasterEffect release , but as I said before a full depth buffer is absolutely necessary to make them work correctly in a game ! :-(
https://github.com/PeterTh/gedosato/blo ... x9/HBAO.fx

This seems to work for environment and just about everything else.

Except, of course, walls/ground start appearing in front of weapon when you are too close.
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Any way to just disable AO within 5m?

The official compatibility list did not mention partial depth buffer access:
http://reshade.me/compatibility
Last edited by ComradeHX on 2015-06-20 15:21, edited 4 times in total.
BlazeDBe3
Posts: 30
Joined: 2011-08-12 22:01

re: PR Graphic Enhancement Mod

Post by BlazeDBe3 »

SAM, what is the difference between CX and non-CX version's? Could you list differences?
SAM609
Posts: 184
Joined: 2012-09-04 05:40

re: PR Graphic Enhancement Mod

Post by SAM609 »

BlazeDBe3 wrote:SAM, what is the difference between CX and non-CX version's? Could you list differences?
Well CX version uses a heavy cinematic color filter , which make it look really different from the original 0.5 ! I thought the screenshots are pretty obvious ! :? ??:
SAM609 wrote:ScreenShots from V0.5CX ReShade

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ScreenShots from V0.5 ReShade

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khtk1
Posts: 25
Joined: 2011-09-06 11:38

re: PR Graphic Enhancement Mod

Post by khtk1 »

my friend is using 2560*1080 21:9 32bit 60hrz
and thats what his getting while using both of them

monitor specs: Hazro HZ29WiA, 21:9 widescreen (29 inch) LED Widescreen - DP, HDMI, DVI: Amazon.co.uk: Computers & Accessories

RFWPR0.5CX

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RFWPR0.5

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https://www.youtube.com/watch?v=OPKswuABLiY&feature=youtu.be

any idea how to make it work?
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

re: PR Graphic Enhancement Mod

Post by LiamNL »

My game crashes a lot more on the menu screen for some reason, mostly to do with the alt tabbing I think whilst the shader is active, other than that no real problems.
SAM609
Posts: 184
Joined: 2012-09-04 05:40

re: PR Graphic Enhancement Mod

Post by SAM609 »

khtk1 wrote:my friend is using 2560*1080 21:9 32bit 60hrz
and thats what his getting while using both of them

monitor specs: Hazro HZ29WiA, 21:9 widescreen (29 inch) LED Widescreen - DP, HDMI, DVI: Amazon.co.uk: Computers & Accessories

RFWPR0.5CX

Image


any idea how to make it work?
That's the vignette effect ! it seems that it's not compatible with the screen resolution he is using ! this should fix it >> Download
Copy and replace this file with the original one that is inside ReShade folder !
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Neecap
Posts: 19
Joined: 2010-06-22 20:58

re: PR Graphic Enhancement Mod

Post by Neecap »

Is there a system performance drawback to all this?
BlazeDBe3
Posts: 30
Joined: 2011-08-12 22:01

re: PR Graphic Enhancement Mod

Post by BlazeDBe3 »

Thanks SAM! I could kind of tell, it has more of a blue/darker feel in the CX, but I didn't know that was just it. Aka the filter. Also was a little hard to tell side by side when they not the same location :)

Maybe I'll do a CX vs non CX for you at same locations.

Too be honest, besides the blue/darkish filter, nothing looks too more different in CX file.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

re: PR Graphic Enhancement Mod

Post by ComradeHX »

Btw, has anyone asked the author of ENBseries to make one for PR now that it's standalone?
zork
Posts: 8
Joined: 2015-06-24 16:22

re: PR Graphic Enhancement Mod

Post by zork »

Is this working with version 1.3 standalone?
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

re: PR Graphic Enhancement Mod

Post by MaSSive »

Maybe. I see that there is one for BF2, but I guess since there is no bf2.exe anymore it wont work? That is why it needs a custom one right?

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Needs an update to 0.19.2
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