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re: PR Graphic Enhancement Mod
Posted: 2015-06-18 19:12
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?
re: PR Graphic Enhancement Mod
Posted: 2015-06-18 19:50
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.
re: PR Graphic Enhancement Mod
Posted: 2015-06-19 00:18
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
re: PR Graphic Enhancement Mod
Posted: 2015-06-19 14:46
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 ! >>
Applied AO >>

re: PR Graphic Enhancement Mod
Posted: 2015-06-19 16:48
by LeMe
Can Low end PC's run this ? 0.o
re: PR Graphic Enhancement Mod
Posted: 2015-06-19 18:41
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 !

re: PR Graphic Enhancement Mod
Posted: 2015-06-19 22:33
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 ! >>
Applied AO >>

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.
re: PR Graphic Enhancement Mod
Posted: 2015-06-20 12:34
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 !

re: PR Graphic Enhancement Mod
Posted: 2015-06-20 12:47
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.
Any way to just disable AO within 5m?
The official compatibility list did not mention partial depth buffer access:
http://reshade.me/compatibility
re: PR Graphic Enhancement Mod
Posted: 2015-06-20 19:12
by BlazeDBe3
SAM, what is the difference between CX and non-CX version's? Could you list differences?
re: PR Graphic Enhancement Mod
Posted: 2015-06-21 07:58
by SAM609
re: PR Graphic Enhancement Mod
Posted: 2015-06-21 09:21
by khtk1
re: PR Graphic Enhancement Mod
Posted: 2015-06-21 15:33
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.
re: PR Graphic Enhancement Mod
Posted: 2015-06-21 16:07
by SAM609
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 !
re: PR Graphic Enhancement Mod
Posted: 2015-06-21 20:03
by Neecap
Is there a system performance drawback to all this?
re: PR Graphic Enhancement Mod
Posted: 2015-06-22 00:46
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.
re: PR Graphic Enhancement Mod
Posted: 2015-06-22 12:56
by ComradeHX
Btw, has anyone asked the author of ENBseries to make one for PR now that it's standalone?
re: PR Graphic Enhancement Mod
Posted: 2015-06-25 03:04
by saharmohamedali
I will give it a shot

re: PR Graphic Enhancement Mod
Posted: 2015-07-11 04:00
by zork
Is this working with version 1.3 standalone?
re: PR Graphic Enhancement Mod
Posted: 2015-07-11 04:31
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