Thank you everyone for the support and I am loving the comments XD ! RTX 4090 users who still play DMC5 unite!
However, after finding out about NVIDIA RTX Remix (current list of games here) (yes, I was surprised to see this on ModDB, for years there was a notice about the site being decommissioned). I am thinking about abandoning development (it's mostly tuned as much as it can be though it does need more testing for me to ensure the fun holographic effect). Extreme GPU load to do with the visuals what this mod does while having comparatively way more limited access to the game's visual data makes the NVIDIA tech look promising should I do more visual game mods. Parallax occlusion is close if not what this ReShade mod does in a round-about, expensive way for the holographic effect (in addition to sharpening effects to bring out more detail in textures), and this is a feature IIRC (it for sure would be) for updating game visuals.
Remix is a long ways off from this generation of games though, mostly before 2010 games being updated, but that may change if this becomes more popular. In any case, to continue modding visuals I feel now would be the time to switch to this NVIDIA platform if it is accessible to the general public or if it is possible to become a volunteer team member.
Thank you <3! I have just released the latest version after a long hiatus :-) . Hopefully this mod, though it doesn't stick to the theme of the game, makes for an even more immersive experience :-D ! The latest filters in ReShade 5.9.2 are beautifully bringing out more detail than I had ever even dreamed of with this mod :-O . I will post screenshots soon hopefully; still working on getting a broader sampling of the game :-) .
I'm new to publishing mods, but looking around the mods here for DMC5, this mod seems to be getting extremely low downloads to views (plenty of views, but hardly anybody is downloading this mod). This is extremely unexpected to me given my perceived assessment of quality of my own mod (which I know, is extremely subject to extreme bias for anyone who works on something for a while without feedback from others, getting a kind of "tunnel vision" and the like), if I may be blatantly honest about my pride in putting so much careful work in creating this mod.
Are the screenshots deterring users because users aren't liking the way the VFX look or want more demonstration here of the way the levels look (I definitely admit I've neglected to provide more screenshots of the levels - trying to get to that as fast as my time and energy allows me)? I didn't think this would be that big of an issue, just show the mod in action with some things to give users a really good summary indication of what the mod does, but this definitely makes sense if it is (part of) the case because I have to use the same process to pick and choose which mods may interest me of the thousands that are just impossible to otherwise sort through.
Or is the "EXTREME" performance hit advisory so foreboding people don't even want to download the mod and risk DMC5 not being playable or crashing or the computer locking up? I can definitely understand this because video cards as powerful as even the 2080 Ti, which is relatively insufficient to run the game well at 4K, are probably a small percentage of the market.
Or is the description too long and/or not well-formatted enough to be easy to get through the thing? I thought, "Okay, I have a lot to write about this mod. I wouldn't want to read all of this before just getting to the mod and trying it out, so it needs to be formatted in a way that is easy to skip through." I may not have accomplished that, thus ruining the selling points for even trying the mod. I thought writing more would be a selling point itself haha :-P.
Or, I pray tell, the reason people aren't downloading this mod is that it is actually an excellent mod but I've over-hyped it in the description. It's good, or not - at least try it if it looks or sounds good, you might love it :-D . Again, I'm new to modding but felt I had a bit of inspiration for this ReShade mod, so I wrote as much as I could about it in hopes of generally helping and inspiring others with their modding.
Again, I know I am unavoidably biased in favor of my mod in ways I can't even perceive as anyone without feedback from others would be, so hopefully I didn't make a crap mod. Hopefully I just messed up on the selling points or the system requirements are just too high. I just "know" this mod is really good or even awesome because when I A/B test this mod with the vanilla game there's a ton of difference that looks really good. Then again, tunnel vision perhaps. If this mod really isn't as good as I hoped it to be, or at least good at all, then fine. This was an experiment with my time and creativity and I am tired of wasting any more of it on this project.
your dedication is absoluetly commendable, however you put waaaaaay to much effort into this, less the mod itself but more the way you present it it is "just" a reshade mod, a very trippy/extreme color and extremely performance heavy one on top, and given that, it should have been relatively clear to you that its, most likely, not gonna come across too well
when i clicked on it and scrolled through the description, i was like: bro its only a reshade, how is there so much text?
trying to give constructive feedback even when it sounds harsher but your approach, even if its the first one, overshot the target tooo much
keep that dedication tho and mabye try working on your expectations, especially on reshade mods
Thank you <3, I definitely put a lot of effort into this mod :-D ! Definitely though, I pretty much just had too much free time to work on the thing. I think too given my nature of working with it being influenced by working with photography and visual effects with other stuff made me tinker with it well beyond where it would have been at its best perhaps, ending up over-doing it (especially with respect to performance impact). And all the writing, haha yes it it excessive I can see now. I was hoping to provide a window into the development and inspiration of the project, and NesusMods advising to make the mod description as detailed as necessary - walls of text :-P.
But yeah I found other ReShade mods on this game that are very popular and was hoping this one to have similar success. These mods I was A/B'ing the before/after screenshots they provided and A/B'ing this mod vs vanilla graphics (I probably should have tried the other ReShade mods for this game, wanted to but never got around to it) and felt, like I was seeing with the others, this mod was doing something unique and very awesome.
Note: A bit of digression / ramblings follow. Hopefully it is helpful to someone who reads it :-D . ========== Indeed I should work on expectations, because everything in this world seems upside down to some degree. Raise expectations, raise disappointment. Want something more, get it less. Want something not at all, get it more. These things are actually working correctly, perhaps, where a balance is struck to guide one into their full power and purpose, but there are many other things about the world that make these things and many other "natural/universal laws" seem to work against people generally.
I cope with this, at least with respect to this mod (which is fairly a trivial concern now after the initial disappointment) by believing I am actually an incredible and great visual artist and writer despite public perception, just like Vincent Van Gough and many many many / most most most others were who died penniless with no recognition until after their deaths. Why people didn't see the quality of their work while they were still alive I don't know, or at least why it did not sell to a lot of people I do not know. The lack of success of their works during their times would tempt any creator experiencing such to believe their work is below average / un/low-skilled / not-fully-developed, when average and great seems to sell well and exceedingly well yet creative genius seems to be as popular as below average work at first.
Maybe I am and/or my work is just below average (when I have wanted wanted wanted the "above average" for the very purpose of having the capacities and being able to develop the skills to create with freedom of expression of imagination not limited by lacking the talent/gifts to accomplish such), and so all my creative endeavors may be. Again, though, comparing this mod to paintings is a whole different ballgame, but still there seems to be a parallel between the current dismal popularity of this mod with my effort put into it and the initial hardly any success of the great paintings of posthumously famous artists. My other more important work now I hope does not do as poorly as this mod (some of my other prior work attracted good interest but only fleetingly as a fad; looking back on it it was really good but didn't do anything close to what I was trying to do with it despite maximum effort, because I just did not have the skill). It's impossible for me to tell at this point, so I just work on other creative works undeterred and will possibly give more time to this one here and there as I can by priorities :-) .
What spiritual lesson there is in this I do not know, except for knowing the world, a world of suffering, is upside down. Those that are angelic are tortured, those that are devilish prosper and spread their influence all over the world. I see nothing wrong with being purely angelic but everything wrong with being purely devilish, yet the angelic without the ability to fight or defend oneself fails under those who take advantage of pure goodness. Mixing in a sort of justice wherein I reflect back at others what they do to me as they have done to me, as if I am charging them in turn the karma they are doing to me, I have found to be devilish. Yet, 99% angelic and 1% devilish is still fallen and devilish, so I must find the other way of being good while being able to defend myself and help those who mean me harm heal and help change their ways and help others from the those that would mean them harm, in addition to just helping in general.
I can do much more good by instead protecting myself and others with pure goodness, not making the same mistake of pure pacifism as before. The distinction seems subtle but is very significant. Instead of doing an eye for an eye or just losing an eye, then a tooth, then this and that, etc., it seems best for one to walk in (edit for clarity) [one's] power and help them see better in a way that they seek good instead of use seeing better to do evil better. Such can be done with practice where before it is more difficult and unskilled. Being this way, a good analogy is that people have the beauty and strength of lips that kiss yet teeth that tear to withstand the cruelties of this world and still do good in it. Everything has the capacity and natural requirements to both help and harm - even eating to live is harmful to other things, one of the fundamental archetypes of life - the confusion lies in having to harm at all when seeking pure goodness, and perhaps believing oneself or suppressing rather than processing thoughts of oneself being fundamentally bad in some respects because of this. Such psychological conflict produces confusion with respect to helping and harming for good and helping and harming for bad when, with approaching and processing these conflicts to the point of understanding how to fully resolve them, one will see that indeed harm can be either good or bad, depending on how one is able to understand when each is the case and seek to do only the good harm only when it is necessary. ==========
So, all in all, I shouldn't put to much stock in how successful or not my work is; this world is weird about that sometimes, but I should certainly listen to feedback and understand and apply it as I can - feedback is extremely helpful and thank you R4NK4Z and everyone else for the feedback so far :-D !
Would be cool to see a separate file for individual weapons. Don't exactly wish for the graphics to turn into a mushroom trip. Although the Weapon effects do look very stylish
Thank you! There is a bit of a "method to the madness" for the vfx of the weapons haha :-). I've tried to mix in some trippy depth-perception effects with the weapons, especially with abstract quasi-3D stuff appearing in them. If I could really capitalize upon and maximize these effects, it might look like the weapons were splitting dimensions because they're so powerful lol! I haven't been able to do much else to bring out more detail in the vfx; the limited data that can be extracted from white, over-bright vfx limits my options to just acid trip stuff. If the white point in the vanilla game was, say, 1.0, this mod makes stuff that is very close to and beyond that white point, stuff that appears featureless in the vanilla game, to have features yet still allow for the color white to happen in them if they are way over-bright (e.g. 1.5, 2.0, etc.? not sure of the exact value for maximum over-brightness this game supports).
Effectively, what is happening here is that the mod expands the dynamic range within the highlights to try to maximize the detail rendered there and create the perception of even greater brightness (HDR effects) to maximize the "more power" effect/perception. That is my intent at least, if I can get the mod to do this perceptually well. The processing effects try their hardest to make the most of the graphical data available to it, and where there is limited data to work with it tries to make it look as good as possible. This is why most of the mod looks "normal" while other parts are trips. The earlier private builds had less going on in the subtle details of the VFX and were more acid-trip colorama. There may be more room for development here as some of the breakthroughs in older private builds may not have made it to the first public release.
So it seems too indeed some weapons may be looking better than others with the color-warping effects. IMO Beowulf (shown in the screenshots using the yellow-vfx mod another user has created) seems to look most natural with the acid VFX, while probably especially yamato looks a bit unnaturally color-warped (greens and reds showing up when the weapon is supposed to be blue). If so, I will have to see what I can do here to address yamato's (and any others') effects with this mod hopefully without compromise to beowulf and other weapons' VFX appearance (hopefully instead making all of them better in the process :-D !).
Also, I have a private build created already that looks probably very similar to the main mod's general/levels appearance but without the color warping effects on the weapons (no acid/mushroom-trip effects) or anywhere else in the game. I didn't know the community would want a version without them so much, so will upload!
Thanks everyone for the feedback so far and putting up with my frustration! Lots of work into this mod with every setting having tight tolerances and having to get about 50 or so of them to work together; it can be quite nerve-wracking when even one off setting can make or break the mod haha :-).
Hhm^^ A cool vfx indeed, considering all the degradation of the art style from dmc4 to 5. A sound effects attachment to go with this would be very nice, since the sfx is very tame and bland compared to dmc 4's. Not to mention even if you do bring back the sounds effects from 4 to 5. The sound effects are extremely muted and not as powerful sounding as it is in 4.
It's been a long time since I had played dmc4 since starting dmc5, and not playing videogames as much as I used to I hadn't noticed how basically dark and gloomy dmc5 was. What drew me to DMC5 graphics-wise was the flashy VFX, and God of War seemed pretty cool too, a bit more lively, but perhaps still with a grim atmosphere. I can't remember many of the games I've played (I seem to have some serious long-term memory issues, I've forgotten most of my autobiographical memory in the last few years despite being a young adult), but I think like with movies nowadays there's a theme of grimness and grime and gloominess that was pervasive enough I didn't notice it before. Divinity: Original Sin 2 (Definitive Edition) seems to be an exception, my favorite game graphics-wise so far, especially with OdinCore mods. Most of the levels except for the caves were very lively, trying to upgrade the visuals with ReShade post-processing probably wouldn't be possible. If only the story mode was 200 hours of playtime instead of 40-60, pure eye-candy and a great story to follow.
I was just excited to be playing next generation games with an upgraded computer and was elated when I found dmc5 had been released for a while on Steam, even after the Virgil DLC. I wasn't even really paying attention to the art style at first haha, even though the quality of that is a really important part of graphics quality as I see now. After having played DMC5 for a while I was disappointed that so many of the levels were based in the demon tree where everything seemed to be the same unpleasant style, but I had no idea it was so laughably dark and gloomy until after tinkering with ReShade; juxtaposing that with DMC5 A/B testing really highlighted the vanilla art style as having really crushed colors.
That so much "media" now is dark and gloomy, everything from the news and stuff on the science channel to creative works such as movies and videogames is down-right frightening. And youtube is the worst of all - lots of the most awful, terrible mind-**** stuff that's ever been created (mostly animations) depicting stuff that just can't be unseen - with (tens of) millions of views for these videos. Were it not for me just having the TV off and no computer, I wouldn't know it. Things seem fine where I live but thanks to mass communication I am seeing that it seems the world is suffering enough that even art is reflecting it. Hopefully at worst its just the night being darkest before dawn and at best its just mostly commerce profiting off of what sells. Hopefully the general, heavy dark themes isn't reflecting of a collective unconscious that is in agony about the way things are and the way things seem to be headed.
Anyways, I digress lol. I'm glad the VFX are cool :-D ! Hopefully the mod makes the game and the vfx a bit more uplifting even if I had to make it into an acid trip to do so lmao. I'm not making much if any progress tweaking things, so I will probably be taking a break from the mod for a bit and get back to it with a fresh perspective :-). A sound fx mod seems like it'd be really cool too :-) , though I don't have the skills myself to get that done :-( .
Hhm Indeed. Although I did not really opted to put the heavily colour changing effects you put in. Only the other ones to really brighten up the game and the gamma. Although that brings up another point in the effects catagory. There are some small warping in certain flashy moves and some space distortions. Like from the million stabs from the swords or the summon swords being released. In dmc 4 the distortion and blur space lines were a bit more easier to see. And since dmc 5 ported pretty much everything from dmc 4. I can still notice the effects. although they've been tuned down alot. It's barely there anymore. Is this something that could be fixed using just vfx or does something in the game need to be modded directly?
The distortion effects is actually something I aimed to enhance with Otherworldly Reshade too :-D . It's been a while since I've played the game to be sure that the mod is enhancing the distortion effects. Earlier private builds seemed to very well enhance them at least a bit with respect to depth/3D'ness, making them stand out more. The public release focused on working with bloom and atmosphere, which may have ended up masking the distortion effects somewhat unfortunately (definitely unintended!). I still haven't done any more work on the mod but I will definitely look into this if/when I can get the time to :-D !
As far as the game vfx themselves go, it seems the internal game engine for rendering the vfx is good; the quality of the distortion effects seems very good, it's just that the vfx themselves are rather under-present it seems. Aside from a ReShade mod enhancing the appearance of what the game does, a vfx mod replacing/updating the effects would probably by necessary.
Thank you for your feedback, how insightful. I will see when I can get around to uploading more screenshots demonstrating the levels and other VFX properties.
Please otherwise enjoy your acid trips and teh lulz
Does anyone else feel that the processing effects do nothing for the otherwise featureless bright vanilla VFX but make them look like "acid trips" or just unpleasant? What would be a good direction to develop this ReShade mod in if there's anything redeemable about it?
17 comments
However, after finding out about NVIDIA RTX Remix (current list of games here) (yes, I was surprised to see this on ModDB, for years there was a notice about the site being decommissioned). I am thinking about abandoning development (it's mostly tuned as much as it can be though it does need more testing for me to ensure the fun holographic effect). Extreme GPU load to do with the visuals what this mod does while having comparatively way more limited access to the game's visual data makes the NVIDIA tech look promising should I do more visual game mods. Parallax occlusion is close if not what this ReShade mod does in a round-about, expensive way for the holographic effect (in addition to sharpening effects to bring out more detail in textures), and this is a feature IIRC (it for sure would be) for updating game visuals.
Remix is a long ways off from this generation of games though, mostly before 2010 games being updated, but that may change if this becomes more popular. In any case, to continue modding visuals I feel now would be the time to switch to this NVIDIA platform if it is accessible to the general public or if it is possible to become a volunteer team member.
Are the screenshots deterring users because users aren't liking the way the VFX look or want more demonstration here of the way the levels look (I definitely admit I've neglected to provide more screenshots of the levels - trying to get to that as fast as my time and energy allows me)? I didn't think this would be that big of an issue, just show the mod in action with some things to give users a really good summary indication of what the mod does, but this definitely makes sense if it is (part of) the case because I have to use the same process to pick and choose which mods may interest me of the thousands that are just impossible to otherwise sort through.
Or is the "EXTREME" performance hit advisory so foreboding people don't even want to download the mod and risk DMC5 not being playable or crashing or the computer locking up? I can definitely understand this because video cards as powerful as even the 2080 Ti, which is relatively insufficient to run the game well at 4K, are probably a small percentage of the market.
Or is the description too long and/or not well-formatted enough to be easy to get through the thing? I thought, "Okay, I have a lot to write about this mod. I wouldn't want to read all of this before just getting to the mod and trying it out, so it needs to be formatted in a way that is easy to skip through." I may not have accomplished that, thus ruining the selling points for even trying the mod. I thought writing more would be a selling point itself haha :-P.
Or, I pray tell, the reason people aren't downloading this mod is that it is actually an excellent mod but I've over-hyped it in the description. It's good, or not - at least try it if it looks or sounds good, you might love it :-D . Again, I'm new to modding but felt I had a bit of inspiration for this ReShade mod, so I wrote as much as I could about it in hopes of generally helping and inspiring others with their modding.
Again, I know I am unavoidably biased in favor of my mod in ways I can't even perceive as anyone without feedback from others would be, so hopefully I didn't make a crap mod. Hopefully I just messed up on the selling points or the system requirements are just too high. I just "know" this mod is really good or even awesome because when I A/B test this mod with the vanilla game there's a ton of difference that looks really good. Then again, tunnel vision perhaps. If this mod really isn't as good as I hoped it to be, or at least good at all, then fine. This was an experiment with my time and creativity and I am tired of wasting any more of it on this project.
it is "just" a reshade mod, a very trippy/extreme color and extremely performance heavy one on top, and given that, it should have been relatively clear to you that its, most likely, not gonna come across too well
when i clicked on it and scrolled through the description, i was like: bro its only a reshade, how is there so much text?
trying to give constructive feedback even when it sounds harsher but your approach, even if its the first one, overshot the target tooo much
keep that dedication tho and mabye try working on your expectations, especially on reshade mods
But yeah I found other ReShade mods on this game that are very popular and was hoping this one to have similar success. These mods I was A/B'ing the before/after screenshots they provided and A/B'ing this mod vs vanilla graphics (I probably should have tried the other ReShade mods for this game, wanted to but never got around to it) and felt, like I was seeing with the others, this mod was doing something unique and very awesome.
Note: A bit of digression / ramblings follow. Hopefully it is helpful to someone who reads it :-D .
==========
Indeed I should work on expectations, because everything in this world seems upside down to some degree. Raise expectations, raise disappointment. Want something more, get it less. Want something not at all, get it more. These things are actually working correctly, perhaps, where a balance is struck to guide one into their full power and purpose, but there are many other things about the world that make these things and many other "natural/universal laws" seem to work against people generally.
I cope with this, at least with respect to this mod (which is fairly a trivial concern now after the initial disappointment) by believing I am actually an incredible and great visual artist and writer despite public perception, just like Vincent Van Gough and many many many / most most most others were who died penniless with no recognition until after their deaths. Why people didn't see the quality of their work while they were still alive I don't know, or at least why it did not sell to a lot of people I do not know. The lack of success of their works during their times would tempt any creator experiencing such to believe their work is below average / un/low-skilled / not-fully-developed, when average and great seems to sell well and exceedingly well yet creative genius seems to be as popular as below average work at first.
Maybe I am and/or my work is just below average (when I have wanted wanted wanted the "above average" for the very purpose of having the capacities and being able to develop the skills to create with freedom of expression of imagination not limited by lacking the talent/gifts to accomplish such), and so all my creative endeavors may be. Again, though, comparing this mod to paintings is a whole different ballgame, but still there seems to be a parallel between the current dismal popularity of this mod with my effort put into it and the initial hardly any success of the great paintings of posthumously famous artists. My other more important work now I hope does not do as poorly as this mod (some of my other prior work attracted good interest but only fleetingly as a fad; looking back on it it was really good but didn't do anything close to what I was trying to do with it despite maximum effort, because I just did not have the skill). It's impossible for me to tell at this point, so I just work on other creative works undeterred and will possibly give more time to this one here and there as I can by priorities :-) .
What spiritual lesson there is in this I do not know, except for knowing the world, a world of suffering, is upside down. Those that are angelic are tortured, those that are devilish prosper and spread their influence all over the world. I see nothing wrong with being purely angelic but everything wrong with being purely devilish, yet the angelic without the ability to fight or defend oneself fails under those who take advantage of pure goodness. Mixing in a sort of justice wherein I reflect back at others what they do to me as they have done to me, as if I am charging them in turn the karma they are doing to me, I have found to be devilish. Yet, 99% angelic and 1% devilish is still fallen and devilish, so I must find the other way of being good while being able to defend myself and help those who mean me harm heal and help change their ways and help others from the those that would mean them harm, in addition to just helping in general.
I can do much more good by instead protecting myself and others with pure goodness, not making the same mistake of pure pacifism as before. The distinction seems subtle but is very significant. Instead of doing an eye for an eye or just losing an eye, then a tooth, then this and that, etc., it seems best for one to walk in (edit for clarity) [one's] power and help them see better in a way that they seek good instead of use seeing better to do evil better. Such can be done with practice where before it is more difficult and unskilled. Being this way, a good analogy is that people have the beauty and strength of lips that kiss yet teeth that tear to withstand the cruelties of this world and still do good in it. Everything has the capacity and natural requirements to both help and harm - even eating to live is harmful to other things, one of the fundamental archetypes of life - the confusion lies in having to harm at all when seeking pure goodness, and perhaps believing oneself or suppressing rather than processing thoughts of oneself being fundamentally bad in some respects because of this. Such psychological conflict produces confusion with respect to helping and harming for good and helping and harming for bad when, with approaching and processing these conflicts to the point of understanding how to fully resolve them, one will see that indeed harm can be either good or bad, depending on how one is able to understand when each is the case and seek to do only the good harm only when it is necessary.
==========
So, all in all, I shouldn't put to much stock in how successful or not my work is; this world is weird about that sometimes, but I should certainly listen to feedback and understand and apply it as I can - feedback is extremely helpful and thank you R4NK4Z and everyone else for the feedback so far :-D !
Thank you! There is a bit of a "method to the madness" for the vfx of the weapons haha :-). I've tried to mix in some trippy depth-perception effects with the weapons, especially with abstract quasi-3D stuff appearing in them. If I could really capitalize upon and maximize these effects, it might look like the weapons were splitting dimensions because they're so powerful lol! I haven't been able to do much else to bring out more detail in the vfx; the limited data that can be extracted from white, over-bright vfx limits my options to just acid trip stuff. If the white point in the vanilla game was, say, 1.0, this mod makes stuff that is very close to and beyond that white point, stuff that appears featureless in the vanilla game, to have features yet still allow for the color white to happen in them if they are way over-bright (e.g. 1.5, 2.0, etc.? not sure of the exact value for maximum over-brightness this game supports).
Effectively, what is happening here is that the mod expands the dynamic range within the highlights to try to maximize the detail rendered there and create the perception of even greater brightness (HDR effects) to maximize the "more power" effect/perception. That is my intent at least, if I can get the mod to do this perceptually well. The processing effects try their hardest to make the most of the graphical data available to it, and where there is limited data to work with it tries to make it look as good as possible. This is why most of the mod looks "normal" while other parts are trips. The earlier private builds had less going on in the subtle details of the VFX and were more acid-trip colorama. There may be more room for development here as some of the breakthroughs in older private builds may not have made it to the first public release.
So it seems too indeed some weapons may be looking better than others with the color-warping effects. IMO Beowulf (shown in the screenshots using the yellow-vfx mod another user has created) seems to look most natural with the acid VFX, while probably especially yamato looks a bit unnaturally color-warped (greens and reds showing up when the weapon is supposed to be blue). If so, I will have to see what I can do here to address yamato's (and any others') effects with this mod hopefully without compromise to beowulf and other weapons' VFX appearance (hopefully instead making all of them better in the process :-D !).
Also, I have a private build created already that looks probably very similar to the main mod's general/levels appearance but without the color warping effects on the weapons (no acid/mushroom-trip effects) or anywhere else in the game. I didn't know the community would want a version without them so much, so will upload!
Thanks everyone for the feedback so far and putting up with my frustration! Lots of work into this mod with every setting having tight tolerances and having to get about 50 or so of them to work together; it can be quite nerve-wracking when even one off setting can make or break the mod haha :-).
The sound effects are extremely muted and not as powerful sounding as it is in 4.
I was just excited to be playing next generation games with an upgraded computer and was elated when I found dmc5 had been released for a while on Steam, even after the Virgil DLC. I wasn't even really paying attention to the art style at first haha, even though the quality of that is a really important part of graphics quality as I see now. After having played DMC5 for a while I was disappointed that so many of the levels were based in the demon tree where everything seemed to be the same unpleasant style, but I had no idea it was so laughably dark and gloomy until after tinkering with ReShade; juxtaposing that with DMC5 A/B testing really highlighted the vanilla art style as having really crushed colors.
That so much "media" now is dark and gloomy, everything from the news and stuff on the science channel to creative works such as movies and videogames is down-right frightening. And youtube is the worst of all - lots of the most awful, terrible mind-**** stuff that's ever been created (mostly animations) depicting stuff that just can't be unseen - with (tens of) millions of views for these videos. Were it not for me just having the TV off and no computer, I wouldn't know it. Things seem fine where I live but thanks to mass communication I am seeing that it seems the world is suffering enough that even art is reflecting it. Hopefully at worst its just the night being darkest before dawn and at best its just mostly commerce profiting off of what sells. Hopefully the general, heavy dark themes isn't reflecting of a collective unconscious that is in agony about the way things are and the way things seem to be headed.
Anyways, I digress lol. I'm glad the VFX are cool :-D ! Hopefully the mod makes the game and the vfx a bit more uplifting even if I had to make it into an acid trip to do so lmao. I'm not making much if any progress tweaking things, so I will probably be taking a break from the mod for a bit and get back to it with a fresh perspective :-). A sound fx mod seems like it'd be really cool too :-) , though I don't have the skills myself to get that done :-( .
There are some small warping in certain flashy moves and some space distortions.
Like from the million stabs from the swords or the summon swords being released. In dmc 4 the distortion and blur space lines were a bit more easier to see. And since dmc 5 ported pretty much everything from dmc 4.
I can still notice the effects. although they've been tuned down alot. It's barely there anymore.
Is this something that could be fixed using just vfx or does something in the game need to be modded directly?
As far as the game vfx themselves go, it seems the internal game engine for rendering the vfx is good; the quality of the distortion effects seems very good, it's just that the vfx themselves are rather under-present it seems. Aside from a ReShade mod enhancing the appearance of what the game does, a vfx mod replacing/updating the effects would probably by necessary.
Please otherwise enjoy your acid trips and teh lulz
Does anyone else feel that the processing effects do nothing for the otherwise featureless bright vanilla VFX but make them look like "acid trips" or just unpleasant? What would be a good direction to develop this ReShade mod in if there's anything redeemable about it?