Don't worry if your browser tells you ReShade is a malicious download - it certainly isn't! If you're having trouble getting it, unfortunately I can't distribute the setup file, so I recommend trying with another browser. Edge or Internet Explorer both work fine if you can't be bothered installing a new one just to download one mod!
Also, someone asked about the "TheLazyNet" folder contained within my mod's downloads. It's generated when I manage my preset in the ReShade Framework Mediator, the program that lets you edit the settings of all of the shaders without having to delve into individual text files to do so. Therefore, unless you plan on editing my mod, I'm quite sure you can delete it, but I recommend leaving it just in case, especially as it only occupies 88 KB of storage space!
Hi, is it possible to change the activation key? I have a german layout keyboard, and using the on screen keyboard didnt work for me. Thanks in advance!
Hello Header. You should be able to use other keys, but if not, simply open the "Reshade" folder in your Fallout 4 location (e.g. C:\Program Files (x86)\Steam\steamapps\common\Fallout 4), open the "Common" file in a text editor like Notepad, and change the "#define RFX_ToggleKey" value to any of the keys listed on this site: http://www.mods.com.au/budapi_docs/Virtual%20Key%20Codes.htm
Can you provide a better guide? Do we need to set path for the reshade folder? Apparently there isn't andy folder to overwrite as you said in the """""guide""""" And Reshade is unable to read .cfg file So what? Reshade files are .fx while yours are .cfg Either Reshade got updated or i'm doing something wrong
Hi ziffa! Unfortunately this mod is quite out-dated because Reshade has basically been rebuilt from the ground up. To get the mod up to date would require rebuilding it from scratch, and unfortunately I don't really have the time, nor any more interest in Fallout 4, to do that. While this mod had a somewhat unique look upon release, there are now plenty of other Reshade and ENB presets out there that will probably do the job just as well, if not better, and I recommend you use one of those instead. Cheers :)
Hi! I copied the folder in steam/steamapps/common/fallout4 there was not a pre-existing ReShade folder
now the game stuck in a black loading page after i clicked Play on the launcher (i hit the Scr Lk button, in the launcher and meanqhile loading but without success)
Im really interested in trying out your mod, seems awesome! Any word of advice to make it work?
Hi there. A black screen is usually a sign of overlays interfering with Reshade. Make sure you're not using any performance monitors, such as an FPS counter. Turning off your Steam overlay may fix it, too.
SSGI stands for Screen Space Global Illumination, and it basically simulates the way light bounces off surfaces, illuminating wherever the bounced rays happen to land. The effects can be seen very clearly here: http://www.tamats.com/blog/wp-content/uploads/2012/06/flipd.png
The downside of using SSGI over other AO solutions in ReShade is that the algorythm isn't particularly complex, so there's a lot of artefacting and, in general, the shadowing doesn't look as good as HBAO. I've been switching back and forth from SSGI to HBAO working on the 1.2 update for the preset, and I can't quite decide which solution I prefer. SSGI's light bouncing looks very good and overall improves bright scenes more than HBAO, but the precise shading of HBAO does make dark areas look significantly better.
Unfortunately, all of the ambient occlusion techniques included in ReShade are screen space only, so they can't operate on lighting information that may be off-screen. In an ideal world the AO would pull data from the whole environment, which can produce generation-defying results as seen here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html
TLDR: SSGI simulates light bouncing as well as shadowing, whereas other AO solutions only simulate shadowing. However, the SSGI code is not very precise and is more prone to artefacting and general low quality than HBAO.
Interesting... HBAO is indeed a great AO solution but isn't it too costly in terms of performance when implemented via Reshade ? And speaking of light bounces, do you think it would be possible to inject some form of Gobal Illumination to the game ? Or would that prove impossible because there would have to be a way to place light probes in the environments ?
Fallout 4 uses a global illumination solution for indoor cells. Taking that outside would be extremely costly to performance, so it's unlikely that we'll see it any time soon. I have no doubt that it's going to be one of the first graphics mods, but it'll have to wait until Bethesda releases the new Creation kit.
As for ReShade - for a long list of technical reasons, "true" global illumination is impossible via post-process injection. It can be faked in screen space, which is what SSGI does, but we're never going to see full GI injected as a shader.
Yep. It's baked into the environment, but it's still GI. Especially noticeable in interiors around midday.
Edit: Just thought I should clarify - their GI solution only works around windows, so it's basically a fake sunlight GI, and it seems to be a single bounce, too. So it's pretty much as basic and primitive as you can get, but it's much better than nothing.
Can you specify what the "TheLazyNet" config file is that is included under the Reshade/TheLazyNet folder? I haven't seen anything like that before with any of the other reshades I've tried.
Sure! It's the residual file that's generated when you're creating presets with the Framework Mediator. I've left it in the download so that people don't have to manually import settings into the Mediator if they wish to modify my preset. I'm pretty sure you can delete it if you don't intend on using the program - but I'd make a backup first and check that it doesn't break the preset if you delete the folder
Ah, thanks. I deleted it and it caused no changes. I think the reshade looks quite gorgeous actually. Unfortunately I'm one of those people who has a problem with shimmering grass/trees/other textures with certain reshades. This is one of them. Which is a shame because I'd probably switch. Sadly none of the fixes out there suggested for this has helped me so far. Also I notice you have the blurry text thing a bit with yours, which only seems to happen with some reshades and not others, not sure why? But really does look beautiful. I uploaded a few screens, I'm sure many will love it.
Thank you. I'm looking into ways to fix the shimmering grass - there are a few methods that kind of solve it, but the performance impact is a bit too high for my tastes right now. When you said the text was blurry, that's probably because of the FXAA that I'm using to try to counter the shimmering, so hopefully I'll find a solution that doesn't impact text and also deals with the pixel crawl.
@Rusalkac - I disabled the FXAA (nor do I use SMAA). From everything I have seen and read using the base TAA with the game and a lumasharpen around 1.8 to 2.0 does a nice job of removing the blur from TAA. TAA itself takes cares of most of the shimmering and other issues raised by using other AA methods. I found it worked very well with this preset and didn't hurt my FPS much.
This guide sums it up nicely I thought: http://www.tweakguides.com/Fallout4_1.html
I spent some time toying with lumasharpen and gaussian blur/sharpen and thought lumasharpen did the best. I found 1.8 with a clamp of 0.031 to be my own sweet point. I had little cost difference between FXAA and TAA but I have a fairly beefy machine.
Just a thought if you really want to get rid of shimmering - if your rig can handle it.
Thanks Wolf! I'll do some messing around. My rig is top of the line and I'm running Titans, so it can handle about anything I throw at it. I just have not been able to nail down that wicked shimmer with some reshades. I'm using Ruined City right now and it's minimal, but I like the color balance on this one more I think... so if I can tweak it to minimize that flickering, I'll be very pleased. Thanks for the suggestions, I'll give it a go! I'm not using Mediator because it confused me, so I'm just editing files by hand. I've figured out turnning off FXAA and SMAA in the SweetFX file, but not quite sure how to dot he lumasharpen yet, so I'll keep picking at it.
I also do things by hand - easier for me. Lumasharpen is in the sweetfx.cfg file so you should see the sharpen amounts and clam. I also use the pyramid shape (option 4 I believe). Good luck - the shimmer bothers me as well and while I still get a little it is minimal compared to what it once was (and also note things like DOF and SSAO from ReShade can also affect the shimmering so I only use them for screenshots).
Thanks for the feedback! You'll be glad to know I've cut back on it massively for the upcoming 1.1 update. In the meam time, you can simply head into the ReShade folder, open SweetFX.cfg in a text editor (eg Notepad), and set "#define USE_VIGNETTE 1" to 0 instead. It'll also give you a slight performance boost.
Not something you can play in game with. I have been tweaking between Matso's and Marty. It's the issue that I can't keep blur from occurring too close to the camera focus. With the DOF I use in ENB coding I can keep it on all the time as the blur can me made to always be past camera focus. With ReShade, so far, I can push it back but if the camera is not on the character, and on some distant target, then it blurs around the target too much. Matso's is easier than Marty's but find Marty's is cleaner with less artifacts so been working my way through all those options.
SSAO/HBAO is the other annoyance - got my HBAO pretty nice but still causes some shimmering and issues with fog/mist/distance. So I hotkey it and just use it for screenshots.
I also miss night/day and interior/exterior settings especially for bloom control.
Still prefer ReShade to nothing :-)
Like what you did with the other settings so using this as my base template now.
Hmmm, what are your main DoF settings? In FO4, if you're working with manual depth, 0.01 and 0.02 seem to be pretty good for keeping your character and everything in front in focus, as long as the near blur curve is at the lowest value.
Thanks - will give it a try. I have been using auto focus. I tried manual and still had some issues but entirely possible I didn't hit on the right combination. I am just a dedicated tweaker though, not a graphics guru Still learning my way around ReShade and the FO4 changes compared to Skyrim and ENB.
This mod looks stunning! It's amazing how much more alive the game feels just by adding this. I'm not really seeing any FPS difference at all.. I even went to the Financial District (gives me the worst FPS hits out of any other place I've found), and my FPS is pretty much consistent with what it would be without the mod installed. I might be losing 5 FPS here and there, but nothing noticeable at all.
One small complaint, the film grain/sharpness is a bit much for my taste. It looks pretty good on textures that are relatively close to the player, but when I look at brush, trees, and such off in the distance, it looks a little weird and pixely.
My PC: Intel i7 4790K @ 4GHz ASUS GeForce GTX 980 4096MB 16GB RAM
Hmmm, that's odd - I would have expected a bigger hit to performance in the middle of the city! And yes, the sharpening and grain can be a bit excessive depending on your screen. I personally prefer them on, as they counter the somewhat aggressive blur that using TAA causes. Thank you for your feedback though - I'll see if I can refine both effects for the next version!
46 comments
Also, someone asked about the "TheLazyNet" folder contained within my mod's downloads. It's generated when I manage my preset in the ReShade Framework Mediator, the program that lets you edit the settings of all of the shaders without having to delve into individual text files to do so. Therefore, unless you plan on editing my mod, I'm quite sure you can delete it, but I recommend leaving it just in case, especially as it only occupies 88 KB of storage space!
Thanks!
Do we need to set path for the reshade folder?
Apparently there isn't andy folder to overwrite as you said in the """""guide"""""
And Reshade is unable to read .cfg file
So what?
Reshade files are .fx while yours are .cfg
Either Reshade got updated or i'm doing something wrong
I copied the folder in steam/steamapps/common/fallout4
there was not a pre-existing ReShade folder
now the game stuck in a black loading page after i clicked Play on the launcher
(i hit the Scr Lk button, in the launcher and meanqhile loading but without success)
Im really interested in trying out your mod, seems awesome!
Any word of advice to make it work?
Great work
Cheers
what is the advantage of SSGI AO compared to other AO techniques ? I'm not familiar with this one.
The downside of using SSGI over other AO solutions in ReShade is that the algorythm isn't particularly complex, so there's a lot of artefacting and, in general, the shadowing doesn't look as good as HBAO. I've been switching back and forth from SSGI to HBAO working on the 1.2 update for the preset, and I can't quite decide which solution I prefer. SSGI's light bouncing looks very good and overall improves bright scenes more than HBAO, but the precise shading of HBAO does make dark areas look significantly better.
Unfortunately, all of the ambient occlusion techniques included in ReShade are screen space only, so they can't operate on lighting information that may be off-screen. In an ideal world the AO would pull data from the whole environment, which can produce generation-defying results as seen here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html
TLDR: SSGI simulates light bouncing as well as shadowing, whereas other AO solutions only simulate shadowing. However, the SSGI code is not very precise and is more prone to artefacting and general low quality than HBAO.
HBAO is indeed a great AO solution but isn't it too costly in terms of performance when implemented via Reshade ? And speaking of light bounces, do you think it would be possible to inject some form of Gobal Illumination to the game ? Or would that prove impossible because there would have to be a way to place light probes in the environments ?
As for ReShade - for a long list of technical reasons, "true" global illumination is impossible via post-process injection. It can be faked in screen space, which is what SSGI does, but we're never going to see full GI injected as a shader.
Edit: Just thought I should clarify - their GI solution only works around windows, so it's basically a fake sunlight GI, and it seems to be a single bounce, too. So it's pretty much as basic and primitive as you can get, but it's much better than nothing.
This guide sums it up nicely I thought: http://www.tweakguides.com/Fallout4_1.html
I spent some time toying with lumasharpen and gaussian blur/sharpen and thought lumasharpen did the best. I found 1.8 with a clamp of 0.031 to be my own sweet point. I had little cost difference between FXAA and TAA but I have a fairly beefy machine.
Just a thought if you really want to get rid of shimmering - if your rig can handle it.
SSAO/HBAO is the other annoyance - got my HBAO pretty nice but still causes some shimmering and issues with fog/mist/distance. So I hotkey it and just use it for screenshots.
I also miss night/day and interior/exterior settings especially for bloom control.
Still prefer ReShade to nothing :-)
Like what you did with the other settings so using this as my base template now.
One small complaint, the film grain/sharpness is a bit much for my taste. It looks pretty good on textures that are relatively close to the player, but when I look at brush, trees, and such off in the distance, it looks a little weird and pixely.
My PC:
Intel i7 4790K @ 4GHz
ASUS GeForce GTX 980 4096MB
16GB RAM