DarioSamo / sm64rt

Fork of https://github.com/sm64pc/sm64ex with raytracing support.
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Reshade and RT64 #20

Closed HHasashi closed 2 years ago

HHasashi commented 3 years ago

I installed Reshade 4.90 and it seems to not work, so I wondered if it is possible to use Reshade with Mario RT64 ? I'd like to use Reshade to implement MXAO and some color correction btw. I chose DX10/11/12 as the API used for the game too.

Sorry if the issue is not clear or lacks information.

DarioSamo commented 3 years ago

Reshade will not work as there's zero rasterization being done that it could rely on.

HHasashi commented 3 years ago

Okok I see, will it ever be a Reshade compatible ?

DarioSamo commented 3 years ago

I don't think so, because it means it'd need to be a rasterizer (or maybe it just needs a fake depth buffer, I don't know what Reshade hooks into).

HHasashi commented 3 years ago

For MXAO, depth buffer suffice, for color correction, it's just a filter. Reshade and MXAO works well with other SM64 builds such as Render96, there's no problem so far. But the Reshader doesn't seem to even load when playing RT64, and at the installation it doesn't detect which API is used.

jrouzies-fr commented 2 years ago

Hey Dario, why would it be closed?

Reshade is saying there is No depth buffer available for this version.

It would be really interesting to be able to inject some Ambient Occlusion, unless you could implement ray traced AO directly?

Thanks

DarioSamo commented 2 years ago

It's closed because it's not something I can really solve. Reshade looks for the depth buffer used by a rasterization process. It won't find it in a path tracer. I can't really offer it the same way to hook into it unless I basically render the entire scene in raster.

Besides, AO is already in the form of GI already, it's just not as pronounced as adding fake darkness, but it's definitely working as intended.