(It's here... check our profile)
(It's here... check our profile)
UPDATE 2603 IS HERE β¨
You've all been patiently waiting, and finally the latest update to iMMERSE Pro and iMMERSE Ultimate is here.
Find out more in our release video!
#ReShade #VirtualPhotography #MartysMods
www.youtube.com/watch?v=dv4e...
Very!
bsky.app/profile/mart...
Are you ready?
SoonerThanYouThinkβ’οΈ
VerySoonβ’οΈ
State of the art near blur, beautiful far blur, re-engineered bokeh sprites, dynamic variable rate compute shaders, advanced auto-focus
The up-coming iMMERSE Depth of Field shader has got you covered πΈ
#VirtualPhotography #ReShade #MartysMods
Just finishing up the release video, shouldn't be long now.
A screenshot from The Outer Worlds 2 showing some industrial pipes snaking across the floor. The emphasis is on the blurred foreground and background, acting as a showcase for an upcoming ReShade shader release.
Depth of Field shader sprites
That is all
β¨π«§
#ReShade #VirtualPhotography #SoonTM #MartysMods
What's that? A new toy to play with in the upcoming Parallax Depth of Field addon? π
#ReShade #VirtualPhotography #MartysMods
ICYMI
Demystify confusing ReShade presets with this comprehensive (but easy to understand!) guide on how to set up the order of your shader effects so they not only don't cause problems but also make everything look β¨π
#reshade #virtualphotography
UNDERSTANDING LOAD ORDER IN RESHADE
We've made the ultimate guide to getting your shader load order right when using #ReShade
Watch to the end to go through a full shader category list that will make it easy to understand what goes where.
#VirtualPhotography
youtu.be/WG378hzcplo
Completely rewritten, this shader now holds its own when you don't have access to Parallax DoF through the camera tools.
We'll have a more thorough breakdown soon. Expect to hear about the innovative way it deals with near blur handling, sprite rendering, and variable rate shading.
(2/2)
After our showcase of the upcoming Parallax DoF addon (bsky.app/profile/mart...), here's a little comparison between that and the new version of our Physical Depth of Field shader in the iMMERSE Pro pack.
(1/2)
So that gives you an idea of what Parallax DoF is doing. The sampling stuff is state of the art in an area thatβs really complicated.
And you'll get to try it out soon(β’)
Thanks to frame stacking youβll be able to reliably render frames no matter the game.
With the accumulation controls there'll always be a combination that works to stop the camera spinning out of control.
Weβll have a guide on how to use these settings once the addon releases.
Next, with IGCSDoF sometimes it can be hard to get sharp focus despite the frame wait options.
There are two things in Parallax DoF that will help: the accumulation controls, and Lanczos resampling for sharper focus.
So I optimised it & used it to optimise a snapshot of the progressive pattern with the required amount of samples at runtime.
The 4th eg is what you get in the 3rd but optimised. Itβs no longer progressive but thatβs a tradeoff.
I found the best solutions available anywhere for both modes.
4. Sliced Optimal Transport Sampling
- Optimises a nonprogressive point set for better spacing and uniformity
- Takes a point set and wiggles it around to maximise spacing
- Problematic for runtime bc itβs slow (normally). Could be precomputed but that is expensive and unfeasible
(cont.)
3. Coulomb-Optimal Points
- My new progressive pattern (precomputed)
- It offers direct competition to Sobol, but is clearly much better
2. Sobol Sequence
This is a so-called quasirandom sequence, one of the best.
- Progressive, hence more grainy at 4096 samples (so requiring more time to resolve adequately)
- Normally state of the art for progressive patterns
I compared multiple methods at 4096 samples each, seen in the screenshot (left to right) below. Letβs go through each one.
1. Vogel Spiral
- Not progressive
- Mathematically nearly optimal for sample spacing
- But: has an evident structure that can look like moirΓ© patterns
In addition to progressive rendering, bokeh disc sampling has been greatly improved.
You want samples that donβt have a dominant pattern, so it doesnβt create artifacts. But you also want uniform spacing between samples for faster convergence and better quality.
That is challenging.
One major new feature is the progressive rendering mode.
Instead of deciding on a fixed number of samples and hoping itβs enough, you can keep rendering until youβre happy with the quality.
And you can pause and resume rendering whenever you want.
Weβre kicking off our Depth of Field previews with Parallax DoF, an addon made to work with camera tools from Otis_inf (@fransbouma.com)
So letβs dive in and see whatβs going on under the hood.
Strap in! π§΅
#VirtualPhotography #ReShade
Keep an eye out in the next update for a rewrite of the iMMERSE Pro DoF shader too. It's the most advanced real time DoF so far, and will bridge that gap for when there are no camera tools available.
A screenshot from The Outer Worlds 2 showing a detail shot of knobs on a console. In the background, blurred heavily, is an assortment of other consoles.
COMING UP!
We'll be covering TWO imminent Depth of Field shaders, er, in depth!
The 1st we've already teased: an addon DoF that utilises the camera tools by @fransbouma.com; the 2nd is a rewrite of iMMERSE DoF, making it the most advanced of its type.
Keep watching!
#VirtualPhotography
It requires Frans' camera tools, but it uses its own addon, so it doesn't require igcs_connector.
The reason I made this into a separate addon is because I did extensive changes to your stuff that were really experimental and I didn't want to be responsible for screwing up your codebase π
Got some posts coming with info on what's new.
If in doubt, you can ask over at the official ReShade discord server.