Closed vrnord closed 2 years ago
Maybe it could help specific games/locations, but I don't think it can work well in most scenes. I did briefly experiment with that idea the early days of glamayre. 2 problems:
Option: use the game's built-in AO instead and turning off glamayre's option. The checkbox for "Cinematic DOF safe mode" might help too - it disables local AO but still allows some of the large-scale AO from the Fake GI effect, but smoothed.
I've thought about doing some global measurement of the contrast/depth ratio but will be imperfect, complicated and probably slow.
The real fix is to apply the shader earlier in the games pipeline before fog is added. This should be possible using the new plugin mechanism in ReShade 6.0. However, no-one has written a plugin to do it yet.
I appreciate the reply!
The sliders for AO distance and brightness aren't really helping reduce AO from bleeding through fog, smoke and mist in my modded Skyrim, and Reveil.fx has a relatively high performance cost and doesn't entirely fix it either. However, I notice that most fog/mist/smoke ends up looking grey in-game, and if translucent it has the effect of making whatever is behind it look quite desaturated as well.
So if one could tell your AO to disregard screen areas below "x" saturation threshold via a saturation slider that might greatly improve the bleed-through situation.