Thursday, October 24th 2019
NVIDIA to Implement ReShade Post-Processing Injector at Driver Level
NVIDIA is taking a somewhat unusual step in that it's integrating a popular tool at a driver level. ReShade has become well--known throughout the gaming community due to the way it can add - sometimes critically - to many games, whether it be purely in an aesthetics, filter-like level (which really takes no toll on performance), or by adding features that were never developed into the engine, such as ambient occlusion, SMAA anti-aliasing, depth-of-field, and others.
The fact that NVIDIA is integrating it on a driver-level will likely do much in putting the tool even more in the eyes of PC gamers. For now, there is no word on whether the available ReShade tools will be available on a manual-import basis, but it's likely these will be curated by NVIDIA's own engineers. You can also likely forget some of the more advanced features of the tool - NVIDIA only talks about "hundreds of filters" being made available, which seems to bypass any other image-enhancing capabilities of the tool other than color grading, contrast enhancements, and such. The new driver with ReShade support will be available next week alongside NVIDIA's GeForce GTX 1660 SUPER launch. NVIDIA confirmed that ReShade filters will be supported through GeForce Experience using NVIDIA Freestyle and Ansel technologies.
Source:
Videocardz
The fact that NVIDIA is integrating it on a driver-level will likely do much in putting the tool even more in the eyes of PC gamers. For now, there is no word on whether the available ReShade tools will be available on a manual-import basis, but it's likely these will be curated by NVIDIA's own engineers. You can also likely forget some of the more advanced features of the tool - NVIDIA only talks about "hundreds of filters" being made available, which seems to bypass any other image-enhancing capabilities of the tool other than color grading, contrast enhancements, and such. The new driver with ReShade support will be available next week alongside NVIDIA's GeForce GTX 1660 SUPER launch. NVIDIA confirmed that ReShade filters will be supported through GeForce Experience using NVIDIA Freestyle and Ansel technologies.
32 Comments on NVIDIA to Implement ReShade Post-Processing Injector at Driver Level
I cant wait to see the forums light up with complaints due to game devs not updating their detection list and people being banned for practically nothing..
For the polemic about ban in PUBG, it was legit because there was a zoom option which was truely a cheat for me.
1) Crank up the saturation because this makes the game look "better"
2) Crank up the brightness to "normal" for overly dark games or crank up the brightness to "cheat levels" to get a boost in pvp games.
Ok, I'm being a little overly dramatic but the amount of "good" reshade settings I've seen I can count on one hand.
Now I'm not sure whether it's lazy or genius?...
Then again, i have a 10-Bit Monitor with 97% Adobe RGB.
But if done sparingly, it can have a very positive effect. Some games just get out of the box with a heavily toned or bland color palette. Fallout... Skyrim...
Initially, these effects were mostly used to hide crappy TN color reproduction, or add SMAA ;) That's why many don't work too well today. Depends entirely on what you use. The color (tonemap) adjustments are pretty cheap, start adding object based calculations and it gets expensive fast. Things like adding AA or DoF are VERY costly. And last time I used adjustable HDR-like filters in Elder Scrolls Online, it would easily take away 20-30% of FPS.
Personally I've never used presets... not even as a base... it can be hard to find ones where people know what they're doing or how the shaders they're using work. And they tend to just pile on crap.
Depends on the games you're playing, I suppose. Reshade is great for older games that don't have those nice post processing touches... you could even disable the native ones and use reshade's instead. I like it a lot for Fallout 4, which has suboptimal ao and aa... not to mention the colors and atmosphere.
The only thing better would be if they could do the same with enb. But I know that's easier said than done.
They could do something like AMD's Hybrid Crossfire and try to improve performance. But they will have to do much work in the drivers and with Nvidia and AMD dropping SLI and CrossFire, I doubt.
They could use the integrated GPU when not gaming to lower power consumption for the system when it is idle or doesn't need a high performing GPU. Something like what we see or used to see in laptops, with technologies like Nvidia's Optimus. I totally have no real contact with laptops, so I am guessing here.
Or they could use the (whatever) compute power is in the iGPU, for extra performance in, for example, Ray Tracing or other applications. I am only guessing that this would be easier than trying to copy something like SLI / Crossfire for gaming.
Let me guess, it only supports the last generation of cards? :laugh::laugh::laugh::laugh::laugh::laugh:
The filters are optional, but I can live with that.
They tried before, both AMD and Nvidia, and it ain't a good thing...
Let's 3D artists and 3 effects do their job and don't try to interfere. It's good for nobody. If it's badly done, the game will have to adapt, be ridiculous (no I'm not talking about Fortnite :rolleyes: ), or end up in a cemetery.
That's all.