CookiePLMonster / DXHRDC-GFX

A plugin for Deus Ex: Human Revolution Director's Cut, restoring the gold filter, post processing and shading from the original Deus Ex: Human Revolution
MIT License
104 stars 7 forks source link

[Suggestion] Add a bunch of filters and Depth Buffer Access #2

Open donizettilorenzo opened 4 years ago

donizettilorenzo commented 4 years ago

First thing first: THANKS, this is simply great!

Second: to avoid the use of reshade on top of your plugin is it possible to add some basic filters (applied in this order)?

*Debanding Filter

from: https://github.com/crosire/reshade-shaders

*Quint Sharpening Filter

from: https://github.com/martymcmodding/qUINT/tree/master/Shaders

In this way DXHR DC could be visually perfect!

And maybe unlock the depth buffer access too ! (Or can you directly improve the SSAO?)

donizettilorenzo commented 4 years ago

And a simple question: can you describe in detail the "lighting fix" done in DC version of the lighting model and the differences among the 3 choices?

CookiePLMonster commented 4 years ago

Second: to avoid the use of reshade on top of your plugin is it possible to add some basic filters (applied in this order)?

And maybe unlock the depth buffer access too ! (Or can you directly improve the SSAO?)

I don't plan on features ReShade has, as I don't intend to make a replacement for it. I intend to stick strictly to DC's and HR's visuals.

And a simple question: can you describe in detail the "lighting fix" done in DC version of the lighting model and the differences among the 3 choices?

As mentioned in the blog post, I modified two kinds of differences in lighting shaders - the ones which were broken, and the ones which were working fine, but were dimmer. "DXHR DC fixed" applies changes only to those lighting shaders which were broken, while "DXHR" mode modifies every lighting shader I identified so far.

donizettilorenzo commented 4 years ago

Thanks! So putting ReShade on top is not problematic, right?

CookiePLMonster commented 4 years ago

Thanks! So putting ReShade on top is not problematic, right?

If it causes any issues, it's a bug. My wrapper is meant to work fine with whatever you have on top - RenderDoc, ReShade, SweetFX, etc.

donizettilorenzo commented 4 years ago

Perfect. I have only ONE concern. ReShade debanding is so "brutal" on medium (low is literally not removing the banding) that it removes the lighting banding but eats a big chunk of texture details in low contrast zones of the frame. There's a way to resolve the lighting banding directly in the lighting model, maybe using the approach of Skyrim SE? (64-Bit Render Target) Or some other tweak, cause really this game is SO visually ruined by the banding (I'll put here some screenshots to show how bad the situation always was no matter the version of the game).

donizettilorenzo commented 4 years ago

lossless PNG (Chiron building elevator door):

2

donizettilorenzo commented 4 years ago

This is what a 64 bit rendertarget can do (screenshot from the lastest beta of The Dark Mod now implementing 64 bit rendertarget to avoid the banding)

32 bit: https://postimg.cc/wyPFPp2Q 64 bit: https://postimg.cc/k6VvWHC6

So it would be awesome to add this tweak if possible.....

CookiePLMonster commented 4 years ago

I have a reasonably good monitor yet I literally can't see the difference between those, sorry.

donizettilorenzo commented 4 years ago

Just see the banding of the sky! (full image and look below) In DXHR the banding is more heavy and evident (I will provide a ascreenshot or just look at the sky in Montreal)

donizettilorenzo commented 4 years ago

Here's the banding (PNG image, so no compression artifacts)

https://ibb.co/JHG7fJR