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What are you playing?

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Forza Horizon 5 as I've been a Forza nut since Motorsport 2. Its fun but I want Motorsport 8. Quick go on Battlefield 5 too. Just don't get into games like I used to. On Xbox series S as no PSU or monitor for my PC yet.
 
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Have you heard of the award-winning MMORPG
There is no such thing as an award-winning mmo. There all farming simulators. After you're done killing these 100 mobs. Go kill 100 more. Are you done with those 200 mobs? Good. Go kill 100 more.
These awards only exist inside the genre. Meaning, only...ONLY inside the mmo community, people that farm find a farming game that is the best, and then give it an award.
Have you heard about rock cocaine, crack cocaine, cut cocaine or pure cocaine? rock cocaine is the best. The award was given by people that do cocaine in general.

Anyways.
20220404181838_1.jpg
 
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There is no such thing as an award-winning mmo. There all farming simulators. After you're done killing these 100 mobs. Go kill 100 more. Are you done with those 200 mobs? Good. Go kill 100 more.
These awards only exist inside the genre. Meaning, only...ONLY inside the mmo community, people that farm find a farming game that is the best, and then give it an award.
Have you heard about rock cocaine, crack cocaine, cut cocaine or pure cocaine? rock cocaine is the best. The award was given by people that do cocaine in general.

Anyways.
View attachment 247903

Well personally I would rather play a story based MMO than any souls like game but thats just me.:oops:
MMOs tend to get grindy when you reach end game but you can still have a lot of fun before that and even after if you are into the grindy/raid/party aspect of the game. 'I've played ARPGs and MMOs for thousands of hours, probably my most played game genres'

Also, that Final Fantasy MMO has probably the best story out there, supposedly better than most AAA single player games so yea thats why ppl praise it. 'and maybe the reason why I might pick it up later, not to play it as an MMO but as a story game then ditch it when I'm done'
 
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Good ol 'Goodbye-frames' Arma 3

I tried Arma Reforger but it isn't the whole game so I'll wait for Arma 4.
Arma Reforger Screenshot 2022.05.17 - 23.38.05.07.jpg

The frames in single player (tutorial) were impressive though, and the animations are smooth. Loads of very handy improvements; like scroll wheel makes you walk or run and crawl slow or faster, finally be able to climb a ladder faster or by holding shift slide down, looking at certain objects makes you control them (switching seats in a car), etc.
 

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FO4, hooked on these pseudo-RT shaders for ReShade. I say 'pseudo' because they actually use path-tracing, they aren't nearly as powerful, and cannot replace the game's lighting system - it draws extra crud on top rather than hooking into the render pipeline itself, so it's lossier. ReShade just draws an overlay, essentially. But when you combine them and play around with which contribute what, it's interesting. You still get significantly more accurate global illumination. Performance isn't too bad, though running two requires dialing down the sampling. Makes it a bit noisy, but I'm hoping to rectify that with some TAA. I may disable game AA to gain a little more back and clean it up. Need to disable noise in ENB. I still have to play with this a lot to really get my head around it. It's not without its issues.

First is with ENB that has all of the ENB lighting like AO/IL, better bloom, vegetation shadows, etc. Second is with the path-traced global illumination. Two shader plugins: RadiantGI and RTGI.

PRO TIP: If you really want to compare the images below, I recommend downloading them and toggling back and forth in an image viewer. That, or click on them and use the forum's built-in viewer to cycle back and forth. You will see it WAYYYY more dramatically there. I swear, it's almost impossible to tell otherwise. It adds lighting and shadows across the whole image. It's kind of crazy when you're actually looking around.

Fallout4 2022-05-18 23-06-00.jpg
Fallout4 2022-05-18 23-05-59.jpg


Look carefully and you'll see how the distribution of shadows has sort of flipped for many surfaces, with them getting variable amounts of added occlusion across their surfaces to account for light source direction - such as the window frame, chairs, and fan. The light reflecting from surfaces near sources is more accurate - such as the bar and the stools under the lamp, or the table under the fan.

RadiantGI
Fallout4 2022-05-18 23-22-02.png

RTGI
Fallout4 2022-05-18 23-22-25.jpg

This is the lighting that winds up blending together to generate a different impact. You can see, I need to configure them to work together. RTGI is better with shadows because it is literally using MXAO to boost them. Radiant does better with the ambient lighting. Together, they pick up on different things, but I need to mind the overlap. It's a start.

[/spoiler]
Fallout4 2022-05-18 23-05-49.jpg
Fallout4 2022-05-18 23-05-51.jpg


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Count von Schwalbe

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This week's free game from Epic: Prey. Choose your path carefully...

My life as Morgan Yu is a lie...
 
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Playing with Ford Transit vans and the humble Ford Anglia in Mexico.
The game looks stunning by the way!
Forza Horizon 5_2022.05.19-18.30.jpg Forza Horizon 5_2022.05.19-18.38.jpg

Forza Horizon 5_2022.05.19-18.40.jpg Forza Horizon 5_2022.05.19-18.21.jpg
 
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The Ford Escort/Cosworth is still the best car in the game, imo.

Playing 117 in Halo Infinite, game runs butter smooth.
 
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The Ford Escort/Cosworth is still the best car in the game, imo.
There's no such thing as best car in game, when you can make almost any car fast. Cars in Forza are nothing but shells, since you decide how capable it will be. So it mostly boils down to looks.
 
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There's no such thing as best car in game, when you can make almost any car fast. Cars in Forza are nothing but shells, since you decide how capable it will be. So it mostly boils down to looks.
Party pooper!
 
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Do you play 20 year old games? A great video about the old skill of map - making. I've been trying these out.

 

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Gran Turismo 7 every day after work for 30-60min. Helps my brain to delete my work day haha.

Rainbow Six Siege or Battlefield V after dinner.
 
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West Of Loathing, a game guaranteed to give you a laugh after a crappy day at work. My character is definitely based around Chevy Chase in the Fletch films :)

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On W10 thru Steam - Crysis 2 ....
 

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So what's best looking car in H5 for you? I would say Supra mk3 or Ford Sierra or EK9.
I haven't played FH5 all that much to be honest, but my favourite from FH3 was the Ford Capri, the last version of which, in real life, was a lovely Brooklands 280 with a V6 2.8i.
Shame it's not in any of the games, but I might be mistaken.
capri-brooklands.jpg
 
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I haven't played FH5 all that much to be honest, but my favourite from FH3 was the Ford Capri, the last version of which, in real life, was a lovely Brooklands 280 with a V6 2.8i.
Shame it's not in any of the games, but I might be mistaken.
View attachment 248173
There's 1973 Capri in Horizon 5. Horizon 2 also had some Cabri. Both aren't 280s, but at least some Cabri is there.
 
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Starting to get more of a feel for the settings on these "RT" shaders as far as FO4 goes. The settings are not the most intuitive at first. Lots of just having it toss up only what it's actually changing and tweaking sliders until I understand :laugh: It's not that I can't see what they're doing with the effect enabled normally... what they do is just inconsistent... as in how they factor in varies by scene. Both shaders have different ways of being tailored with lots of oddly specific options that you could never guess that you absolutely need. I think this would always have to be configured very closely to the game to really look right at all. It's tricky, but rewarding.

Again... VERY hard to tell just looking side by side. Click on one and use the forum viewer for a real comparison. It's kind of funny, how little it looks like it's really doing. It's like an optical illusion. It seems subtle but it really is not. Toggling in game shows a huge difference.

Fallout4 2022-05-20 21-02-10.jpg
Fallout4 2022-05-20 21-02-08.jpg


Fallout4 2022-05-20 21-10-42.png
Fallout4 2022-05-20 21-10-40.png

Fallout4 2022-05-20 21-15-13.jpg

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I've recently finished A Plague Tale: Innocence, pretty good game (thanks, Epic!) and now I'm trying out DAEMON X MACHINA.

And FH5 every week, of course. Gotta collect 'em all.
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I'm only missing a 2016 Honda Civic. The other 3 have not yet been released.
 
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There is no such thing as an award-winning mmo. There all farming simulators. After you're done killing these 100 mobs. Go kill 100 more. Are you done with those 200 mobs? Good. Go kill 100 more.
These awards only exist inside the genre. Meaning, only...ONLY inside the mmo community, people that farm find a farming game that is the best, and then give it an award.
Have you heard about rock cocaine, crack cocaine, cut cocaine or pure cocaine? rock cocaine is the best. The award was given by people that do cocaine in general.

Anyways.
View attachment 247903
Elden Ring has taken over my life...
 
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I've recently finished A Plague Tale: Innocence, pretty good game (thanks, Epic!)
I think there's a little sequel coming out some time in June. I'm interested to see what they build on in the next go. The story they give is that the engine for Innocence was a culmination of all of the things they learned building engines for all of those little franchise offshoot titles they did before. It seems like they like to build as the go, from the ground up. I think the scope is supposed to be a little smaller than the last one, but hopefully that means they've ramped other things up to move on with. I kind of wonder what other kinds of titles they might do now. That game really surprised me with how interesting and well-crafted it was.


I think I've really gotten it together with my global illumination for FO4. It's been a crazy adventure, just uncovering layers to dialing it all in. RTGI and RadiantGI for ReShade. They do crazy things. I don't even think ENB is nessesary. For many games, ReShade could cover a lot of what that does to work with those path-traced GI shaders. Now that I've spent some serious time delving deeper into it alongside all of my other post-processing settings and playing the game, I'm convinced it's truly powerful stuff. Even doing quick comparisons, you don't fully get it. Once it's working correctly, it's almost like you don't see it at all. Things just look so much more undeniably *right*. I love entering different parts of spaces now, they just feel so much realer every time. It really is about the smart separation it adds in conjunction with a regular FO4 mod that turns off a lot of the flat global ambient in favor of turning on direct lighting from sources indoors. Outside, it's making the directional light follow the sun just about down to the horizon. The GI comes in between that stuff and the godrays - and just makes things pop.

I have a lot of re-balancing to do with my ENB (any tone changes there effect the RT/path-traced GI,) but there is no going back. I disabled the HBAO+ from the engine... actually disabled the AO completely, going for nothing but a little ENB SSAO (carefully dialed-in to add just a little dimension, reducing sampling to further cut both effect and performance hit.) FO4's HBAO+ is nice, but with the GI, it becomes too distracting and overrides too much of both the bounce light and shadows drawn. That's aside from the fact that it's fairly heavy when you are running a lot of extremely GPU-intensive stuff. I had to drop the ENB IL considerably for similar reasons - it sets off odd beams of distracting glow around some edges, even though a little bit is still needed to blend the GI in, like with the AO. I needed the performance boost regardless, but I realized I had too much in general and the images look smoother and less crowded with far less. The GI can add its own contrast quite a lot *like* MXAO, but more meticulously congruent with light angles than an AO algorithm would ever manage. ENB has localshadows to add a sense of dimension to ground foliage and other smaller polygonal contours and shapes close-to/on the ground - you don't need AO for that and in fact, strong AO crowds it out with darkness eating grass. Leave room for more dynamic GI.

I had to capitulate on performance with that stuff either way - the RTGI shader needs a decent amount of samples to work to its fullest, which had my 2060 dipping as low as 45fps at times - hence delving into the AO downsize. I did gain ~3-4 frames in the worst cases that way.

When it comes to the RTGI shader, the sample-per-ray count adds to what catches and how much/far. Basically, RTGI throws rays out from the camera towards sources, but on the bounce path, it diffuses out on tangential 'sub-bounces'. I crank it to 14 out of 20. Every ray hits up to 14 sub-bounces, only stopped if it surpasses its 'ray length' (actually more of a time-out,) before hitting a bounce point again. Technically, it goes a step further than RTX in this regard. You crank the ray length to smooth it out a little, so it doesn't poke too starkly through fog or cause 'lighter burn' black marks on smaller surfaces (it can even turn actors into black silhouettes.) If they time-out sooner, the effect gets condensed closer to the bounce-point - the more 'time' you give them, the further that same total amount of light/shadow stretches out.

I was able to pull a lot more bounce lights and shadows out of RTGI by dialing up the path-tracing samples and increasing how long it runs. Keep the ray count at 4-6 and sample at half-res for +35% performance boost without noticeable loss in effect or quality. This got me back to 50-60 fps everywhere.

RadiantGI only ever uses one ray, can run on just 4 samples, and allows for half-res sampling, but the main cost is always the amount of denoise filtering you add, which is absolutely needed to avoid unsightly haloing at higher GI power levels. It forms massive jello globs of light without it. But it's so great with brightly-lit areas when set to catch on the right distance range. It also has that distance ground emittance that sets off levels in the mid-background. But generalized emittance also catches on a lot of what the bloom itself throws out on surfaces, creating this blended effect. All said and done, they add a great amount of depth and dimension to everything - I love what it does, even though it can be very GPU-heavy. It just took some re-configuring to get the power to run them right and still have them both doing what they do best - together.

This has taught me a lot about what it must take to work RTX GI into a game and have it look right. It takes some changes to the imagespace and post-processing, in addition to tuning the many non-intuitive parameters of the GI itself, which I imagine are much more involved with the Nvidia-sauce. Though one of the shaders I'm using is supposedly informed directly by said sauce. Either way, it is the real deal. Color me impressed. It was well worth the learning curve.

In the process of streamlining, I dropped the Kawase blur bloom I was feeding as an override via ENB from 25 stages to just 5... which as I expected, gave me back about 4-5 frames constant. But as I hadn't expected, gave me a noticeably stronger, but softer bloom at lower overall values in the main settings. Still looks pretty high-fidelity. I do recommend that shader for ENB users, it's so nice and 'modern' looking. It plays with this GI stuff to give everything this warmly-saturated, misty look that I think really suits the game and gives it an almost next-gen level fancyness. But even on its own, Kawase really adds a lot of organic general warmth to things - especially in the exponentially less GPU-intensive 5-stage mode.

When you factor in all of the the grading, lighting, tone/contrast-shaping, and massively upgraded bloom dialed in via ENB, I think it finally starts breaking away from the base game on a level that has already been possible in Skyrim. It helps to have upgraded textures, too. Better materials come out smoother and more natural under the GI. More than anything it is about the quality of the normal and specular mapping. And I don't just mean like, the data fidelity of them, but how well-done they really are - UV coherence included. I've spent a lot of time scouting those out for nearly every object and surface in FO4.

I need to get screenshots with characters in them. It has a really dramatic effect on actors, mostly in the shadows drawn onto them by RTGI (though the bounce-light does catch prominently when they're near enough to a strong enough source.) Actors also benefit a lot from the path-trace-assisted subsurface scattering provided by RadiantGI. The latter really has a way of cleaning up their faces and giving them smooth, fleshy substance, while the former puts them much more *where they are* in the scene. RTGI is most consistently dramatic on them.

The only downside to doing path-traced lighting through ReShade is that it draws *over* engine-generated fog. With interiors, shadows on some objects have that same starkness as AO over fog in spots. The shadowed sections just cut sharply through the fog as the object/surface stretches into the distance. I'll need to mod the distance fog inside down a bit to make it less obvious.

Outside, this isn't often an issue, as I have the fog far out enough that GI shadows do nothing by the time fog is a major factor. Stuff that's close enough to catch is better cutting through. It does catch gobs of bounce lighting and sky emittance that wash-out a lot of occlusion not on the backs of trees, which gives it a lot of extra dimension over distance. The shadows mostly hit on things blocking the sun close to you, combining with the aforementioned distant-fog-gathering to give a stronger sense of separation across the whole image. The fog grows brighter between the trees it courses through in the distance, and pockets of shadow cast by those same trees loom darker behind and beneath them.

I need to mess with my gamma and tone shaping in ENB more to maximize the effect. It will actually multiply the strength of the GI. I can give it more headroom in ENB, make room starting with the engine-level output and proceed to make the global illumination stronger in order bring more clean, dimensional contrast than is otherwise possible without cooking the image like a bad photoshop from the 2000's. That's where the magic of this whole path-traced lighting effect is - it essentially creates a new lighting dynamic that is both stronger and more nuanced, both making the images appear more natural and adding a subtle, but crucial form of depth. That is the one engine-level part about this. It uses engine depth information to draw path-traced illumination effects.

It kind of does what I think fake HDR wants to do, what pre-calculated AO/IL want to do, and what bloom wishes it could do (RadiantGI even has bounce-light subsurface scattering,) only the overall effect is much smoother/more incisive, and the balance makes it much more plausible. It really adds a nice sense of depth across stages. Materials appear more.... *corporeal*. Inside and outside - in different ways at different times. You get this really pleasing distribution of color and light along the depth plane. When light and shadow more accurately follow sources as well as diffuse across surfaces, it's a whole different feel.

Personally I think it's awesome. It's like I was building up everything I needed to capitalize on it all along. Path-traced global illumination one of my favorite things I've come into in a long time, when it comes to modding games.

Fallout4 2022-05-21 20-45-03.jpg
Fallout4 2022-05-22 00-36-34.jpg
Fallout4 2022-05-21 18-15-46.jpg
Fallout4 2022-05-21 18-41-57.jpg

Fallout4 2022-05-22 00-32-50.jpg
 
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I think there's a little sequel coming out some time in June. I'm interested to see what they build on in the next go. The story they give is that the engine for Innocence was a culmination of all of the things they learned building engines for all of those little franchise offshoot titles they did before. It seems like they like to build as the go, from the ground up. I think the scope is supposed to be a little smaller than the last one, but hopefully that means they've ramped other things up to move on with. I kind of wonder what other kinds of titles they might do now. That game really surprised me with how interesting and well-crafted it was.


I think I've really gotten it together with my global illumination for FO4. It's been a crazy adventure, just uncovering layers to dialing it all in. RTGI and RadiantGI for ReShade. They do crazy things. I don't even think ENB is nessesary. For many games, ReShade could cover a lot of what that does to work with those path-traced GI shaders. Now that I've spent some serious time delving deeper into it alongside all of my other post-processing settings and playing the game, I'm convinced it's truly powerful stuff. Even doing quick comparisons, you don't fully get it. Once it's working correctly, it's almost like you don't see it at all. Things just look so much more undeniably *right*. I love entering different parts of spaces now, they just feel so much realer every time. It really is about the smart separation it adds in conjunction with a regular FO4 mod that turns off a lot of the flat global ambient in favor of turning on direct lighting from sources indoors. Outside, it's making the directional light follow the sun just about down to the horizon. The GI comes in between that stuff and the godrays - and just makes things pop.

I have a lot of re-balancing to do with my ENB (any tone changes there effect the RT/path-traced GI,) but there is no going back. I disabled the HBAO+ from the engine... actually disabled the AO completely, going for nothing but a little ENB SSAO (carefully dialed-in to add just a little dimension, reducing sampling to further cut both effect and performance hit.) FO4's HBAO+ is nice, but with the GI, it becomes too distracting and overrides too much of both the bounce light and shadows drawn. That's aside from the fact that it's fairly heavy when you are running a lot of extremely GPU-intensive stuff. I had to drop the ENB IL considerably for similar reasons - it sets off odd beams of distracting glow around some edges, even though a little bit is still needed to blend the GI in, like with the AO. I needed the performance boost regardless, but I realized I had too much in general and the images look smoother and less crowded with far less. The GI can add its own contrast quite a lot *like* MXAO, but more meticulously congruent with light angles than an AO algorithm would ever manage. ENB has localshadows to add a sense of dimension to ground foliage and other smaller polygonal contours and shapes close-to/on the ground - you don't need AO for that and in fact, strong AO crowds it out with darkness eating grass. Leave room for more dynamic GI.

I had to capitulate on performance with that stuff either way - the RTGI shader needs a decent amount of samples to work to its fullest, which had my 2060 dipping as low as 45fps at times - hence delving into the AO downsize. I did gain ~3-4 frames in the worst cases that way.

When it comes to the RTGI shader, the sample-per-ray count adds to what catches and how much/far. Basically, RTGI throws rays out from the camera towards sources, but on the bounce path, it diffuses out on tangential 'sub-bounces'. I crank it to 14 out of 20. Every ray hits up to 14 sub-bounces, only stopped if it surpasses its 'ray length' (actually more of a time-out,) before hitting a bounce point again. Technically, it goes a step further than RTX in this regard. You crank the ray length to smooth it out a little, so it doesn't poke too starkly through fog or cause 'lighter burn' black marks on smaller surfaces (it can even turn actors into black silhouettes.) If they time-out sooner, the effect gets condensed closer to the bounce-point - the more 'time' you give them, the further that same total amount of light/shadow stretches out.

I was able to pull a lot more bounce lights and shadows out of RTGI by dialing up the path-tracing samples and increasing how long it runs. Keep the ray count at 4-6 and sample at half-res for +35% performance boost without noticeable loss in effect or quality. This got me back to 50-60 fps everywhere.

RadiantGI only ever uses one ray, can run on just 4 samples, and allows for half-res sampling, but the main cost is always the amount of denoise filtering you add, which is absolutely needed to avoid unsightly haloing at higher GI power levels. It forms massive jello globs of light without it. But it's so great with brightly-lit areas when set to catch on the right distance range. It also has that distance ground emittance that sets off levels in the mid-background. But generalized emittance also catches on a lot of what the bloom itself throws out on surfaces, creating this blended effect. All said and done, they add a great amount of depth and dimension to everything - I love what it does, even though it can be very GPU-heavy. It just took some re-configuring to get the power to run them right and still have them both doing what they do best - together.

This has taught me a lot about what it must take to work RTX GI into a game and have it look right. It takes some changes to the imagespace and post-processing, in addition to tuning the many non-intuitive parameters of the GI itself, which I imagine are much more involved with the Nvidia-sauce. Though one of the shaders I'm using is supposedly informed directly by said sauce. Either way, it is the real deal. Color me impressed. It was well worth the learning curve.

In the process of streamlining, I dropped the Kawase blur bloom I was feeding as an override via ENB from 25 stages to just 5... which as I expected, gave me back about 4-5 frames constant. But as I hadn't expected, gave me a noticeably stronger, but softer bloom at lower overall values in the main settings. Still looks pretty high-fidelity. I do recommend that shader for ENB users, it's so nice and 'modern' looking. It plays with this GI stuff to give everything this warmly-saturated, misty look that I think really suits the game and gives it an almost next-gen level fancyness. But even on its own, Kawase really adds a lot of organic general warmth to things - especially in the exponentially less GPU-intensive 5-stage mode.

When you factor in all of the the grading, lighting, tone/contrast-shaping, and massively upgraded bloom dialed in via ENB, I think it finally starts breaking away from the base game on a level that has already been possible in Skyrim. It helps to have upgraded textures, too. Better materials come out smoother and more natural under the GI. More than anything it is about the quality of the normal and specular mapping. And I don't just mean like, the data fidelity of them, but how well-done they really are - UV coherence included. I've spent a lot of time scouting those out for nearly every object and surface in FO4.

I need to get screenshots with characters in them. It has a really dramatic effect on actors, mostly in the shadows drawn onto them by RTGI (though the bounce-light does catch prominently when they're near enough to a strong enough source.) Actors also benefit a lot from the path-trace-assisted subsurface scattering provided by RadiantGI. The latter really has a way of cleaning up their faces and giving them smooth, fleshy substance, while the former puts them much more *where they are* in the scene. RTGI is most consistently dramatic on them.

The only downside to doing path-traced lighting through ReShade is that it draws *over* engine-generated fog. With interiors, shadows on some objects have that same starkness as AO over fog in spots. The shadowed sections just cut sharply through the fog as the object/surface stretches into the distance. I'll need to mod the distance fog inside down a bit to make it less obvious.

Outside, this isn't often an issue, as I have the fog far out enough that GI shadows do nothing by the time fog is a major factor. Stuff that's close enough to catch is better cutting through. It does catch gobs of bounce lighting and sky emittance that wash-out a lot of occlusion not on the backs of trees, which gives it a lot of extra dimension over distance. The shadows mostly hit on things blocking the sun close to you, combining with the aforementioned distant-fog-gathering to give a stronger sense of separation across the whole image. The fog grows brighter between the trees it courses through in the distance, and pockets of shadow cast by those same trees loom darker behind and beneath them.

I need to mess with my gamma and tone shaping in ENB more to maximize the effect. It will actually multiply the strength of the GI. I can give it more headroom in ENB, make room starting with the engine-level output and proceed to make the global illumination stronger in order bring more clean, dimensional contrast than is otherwise possible without cooking the image like a bad photoshop from the 2000's. That's where the magic of this whole path-traced lighting effect is - it essentially creates a new lighting dynamic that is both stronger and more nuanced, both making the images appear more natural and adding a subtle, but crucial form of depth. That is the one engine-level part about this. It uses engine depth information to draw path-traced illumination effects.

It kind of does what I think fake HDR wants to do, what pre-calculated AO/IL want to do, and what bloom wishes it could do (RadiantGI even has bounce-light subsurface scattering,) only the overall effect is much smoother/more incisive, and the balance makes it much more plausible. It really adds a nice sense of depth across stages. Materials appear more.... *corporeal*. Inside and outside - in different ways at different times. You get this really pleasing distribution of color and light along the depth plane. When light and shadow more accurately follow sources as well as diffuse across surfaces, it's a whole different feel.

Personally I think it's awesome. It's like I was building up everything I needed to capitalize on it all along. Path-traced global illumination one of my favorite things I've come into in a long time, when it comes to modding games.

View attachment 248392

looks really neat!
 
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There is no such thing as an award-winning mmo. There all farming simulators. After you're done killing these 100 mobs. Go kill 100 more. Are you done with those 200 mobs? Good. Go kill 100 more.
These awards only exist inside the genre. Meaning, only...ONLY inside the mmo community, people that farm find a farming game that is the best, and then give it an award.
Have you heard about rock cocaine, crack cocaine, cut cocaine or pure cocaine? rock cocaine is the best. The award was given by people that do cocaine in general.
Older single-player RPGs could definitely involve some serious farming. I guess it was more optional, but with the level barriers you could encounter, it was often necessary to go back and 'grind' for hours to get that special skill or item. Maybe even a whole set! A lot of this was cartridge limitations. Grind mechanics were used to add play time without taking up too much extra memory. Same basic concept, though. Funnily enough, I think I peaked with those games wayyy back when I had an Adderall prescription. I got 60 of the strongest ones per month. Thank god that was over 10 years ago - and note that when an atheist is thanking god, you know it's serious! :laugh:

It made me understand how it could be that when it comes to gambling addiction, it's not the winning that keeps you playing, but the pulling of the lever itself. Dopamine is thought of as the reward neurotransmitter... but actually it is the "Go, seek, do." neurotransmitter. It's not released when you get the thing, but rather when the thing is on the table *for* you to get. When you actually get the thing, there's another surge, but it drops just a little while after. The sustained pinging happens along the way to that. Some studies have even shown that losing more makes certain people want to play a lot more. Those games are set up to make you feel like there is a reward coming while directing and engaging simple, immediate, intuitive actions and decisions - motivating you to react in particular ways. That anticipation of something happening is what comprises the obsessive behaviors seen in the chase of dopamine highs. As long as you continue to register more dopa-triggering stimuli, your brain continues to tell you that something big is about to happen. That registers to many people as something highly euphoric in itself. To actually 'get there' would make you like Alexander after conquering his way to the sea itself. It's depression. That is why there must always be more to chew into. That is why it is a 'chase' and not a 'capture'.

looks really neat!
It's been a lot of fun to mess around with! I don't think FO4 is the best game to use it with. I discovered that I had it installed in my Horizon Zero Dawn ReShade and I think that RadiantGI had a much nicer effect there. More modern engines give the shaders a lot more to work with, especially in terms of what those shaders consider to be light sources. It can also just be a matter of how much detail things have in a polygonal sense, as well as how light is placed to begin with.

It's pretty cool that anybody with a decently strong GPU for their resolution can just hook ReShade into almost any game and add-in some of the same kind of global illumination that goes into RTX titles. The people doing shaders for ENB and ReShade can be very creative.
 
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