Final Fantasy XIV

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Seifu

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Seifunaru

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  1. Seifunaru
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    / / / / / / / / / / / / / / / / / H O T F I X  1 . 2 . 2
    / / / / / / / R E L E A S E D   O N   F E B R U A R Y   10 ,    2 0 2 3

    ReShade currently has a bug, where it will install a duplicated copy of qUINT_Lightroom.fx if the user chooses to download the qUINT effect package. While this is not a bug of Ultima itself, I decided to address it as it's kind of a headache to manually delete the copy.

    I included a few lines of code to detect if Lightroom is duplicated on the shaders folder. If it is, one of the copies (the one found on the qUINT sub-folder) gets deleted so the effect doesn't get applied twice.

    As always, let me know if you encounter any issues.


    Spoiler:  
    Show


    / / / / / / / / / / / / / / / / / H O T F I X  1 . 2 . 1
    / / / / / / / R E L E A S E D   O N   F E B R U A R Y   8 ,    2 0 2 3

    Quick hotfix: the GShade compatibility patch was updated to address the duplicated shader effects and smartDeNoise bugs.
    Everything should feel more stable now.

    If you are updating from 1.2.0, you can check a guide on how to properly transition from 1.2.0 to 1.2.1 on "The GShade Incident" replies, above this post.

    Let me know if you encounter any issues.


    / / / / / / / / / / / / / / / / / P A T C H  1 . 2 . 0
    / / / / / / / R E L E A S E D   O N   F E B R U A R Y   7 ,    2 0 2 3

    A major patch to port the mod from GShade to ReShade. Patch notes won't be included this time: a lot of things have changed on the backend code of the application in order to make the port possible. As consequence of all these internal changes, GShade won't be further supported on future updates, SIA (my framework) is currently not capable of handling multiple APIs in just one module, so this feature (if it ever comes) will need to wait until I develop a proper update for my framework. Ultima will still be available for GShade on the old files tab, in case anyone is interested.

    I've also updated the mod documentation in order to be in line with the latest changes. Included a new set of installation instructions and F.A.Q., so check them out as they'll help you transition to ReShade.

    I've also included a GShade compatibility patch for ReShade 5. I'm not the owner of that file and I don't take any responsibility for it, but it will be helpful to make the transition to ReShade easier.

    As always, let me know if you encounter any issues with this patch.



    / / / / / / / / / / / / / / / / / H O T F I X  1 . 1 . 3
    / / / / / / / R E L E A S E D   O N   J A N U A R Y   2 9 ,    2 0 2 3

    A second hotfix to further improve both compatibility with GShade 4, and backwards compatibility with old GShade builds. Also fixes some minor bugs, brings more QOL improvements and a few tweaks here and there.


    • GShade settings are now properly generated on GShade 4.
    • Addressed an issue where Ultima wouldn't be set as the default preset on GShade 4.
    • Addressed an issue where an incorrect shaders/textures path would be set on GShade 4.
    • Addressed an issue where layers effect would remain active even after 1.1.3 hotfix.
    • Updated the mod UI so it displays correctly on GShade 4.
    • Cleaned the installer backend code.
    • The installer now identifies which version of GShade is installed, and acts accordingly.
    • Updated the mod documentation to be in line with the last changes.
    • Tested every change and new feature on three different rigs.

    Even though this update has been tested, bugs and issues can appear here and there. Please, do let me know if you encounter any problems with this last patch. The mod should be stable now and work flawlessly on every GShade version.

    Thanks for your feedback!

    / / / / / / / / / / / / / / / / / H O T F I X  1 . 1 . 3
    / / / / / / / R E L E A S E D   O N   J A N U A R Y   2 9 ,    2 0 2 3

    A quick hotfix to implement some minor features based on user feedback, QOL improvements and compatibility patches for the last GShade update. This hotfix has not been tested and there have been some dramatic changes on the actual mod files.


    • Implemented a compatibility patch for GShade 4.0+.
    • Implemented backwards compatibility for old GShade versions (just in case).
    • Implemented support for the DX11 executable (the mod will be installed no matter which exe the user chooses).
    • Addressed an issue where Layer.fx would be activated by default on some preset configurations.
    • Removed the Eden Series logo on the application startup, as the custom shader was based on a now unsupported iteration of layer.fx.

    As always, please, let me know if you encounter any issues. Specially if you are downloading the mod soon after the patch release.


    / / / / / / / / / / / / / / / / / H O T F I X  1 . 1 . 2
    / / / / / / / R E L E A S E D   O N   J A N U A R Y   1 ,    2 0 2 3

    A quick hotfix to address the "application freeze on startup" issue introduced on hotfix 1.1.1.


    / / / / / / / / / / / / / / / / / H O T F I X  1 . 1 . 1
    / / / / / / / R E L E A S E D   O N   J A N U A R Y   1 ,    2 0 2 3

    A quick hotfix to (hopefully) fix some of the errors introduced with the latest GShade patch.

    This patch has not been tested, as FFXIV is currently not installed in my PC. Please let me know if you encounter any issues and expect more potential hotfixes in the upcoming days.

    Cheers!


    / / / / / / / / / / / / / / / / / P A T C H  1 . 1 . 0
    / / / / / / / R E L E A S E D   O N   S E P T E M B E R   1 6,    2 0 2 2

    A minor patch, introducing some community requested features and a bunch of QOL changes, along with some bug fixes and improvements on both the framework, and the mod itself.


    • Implemented ray tracing "Type 2+", which is Type 2 with better contact shadows. This was introduced as a community requested feature.
    • McFly ray tracing is now listed as "Type 3".
    • Improved and reworked "Type 3" ray tracing.
    • Took new previews for the RT installation module.
    • Improved the application's file management system.
      This reduced the application size, but the implementation of new features made it actually heavier than previous patches. I'm still looking forward to reduce the mod size in the future, but this will most likely need to wait until I work on SIA2.
    • QOL: The application now creates a "gshade-screenshots" folder, which is located next to your game's executable.
      In previous versions, the default screenshot folder was located on a random location.
    • Addressed an issue where some "vanilla" color filter files wouldn't install properly due to a malfunction on the application's backend.

    The application's file management has changed a lot on this patch. As always, please do let me know if you find any issues so I can hotfix them as soon as possible.

    Cheers! 


    / / / / / / / / / / / / / / / / / H O T F I X  1 . 0 . 3
    / / / / / / / R E L E A S E D   O N   S E P T E M B E R   7 ,    2 0 2 2

    A quick hotfix to make the application work for chinese users.

    In previous versions, the application would crash if it detected a chinese character in the game's path. The installation manager's code has been rewritten to prevent this from happening again, so it should work fine now.

    The launcher has experienced some important code changes on the backend, so new bugs could appear. Fingers crossed here, hehe.
     

    / / / / / / / / / / / / / / / / / H O T F I X  1 . 0 . 2
    / / / / / / / R E L E A S E D   O N   S E P T E M B E R   1 ,    2 0 2 2

    Whoops~ I uploaded my debugging tool by mistake. This would prevent the application from launching correctly, it's addressed now.


    / / / / / / / / / / / / / / / / / H O T F I X  1 . 0 . 1
    / / / / / / / R E L E A S E D   O N   S E P T E M B E R   1 ,    2 0 2 2

    Just a quick hotfix to address an inconvenient with Nexus's file management.


    / / / / / / / / / / / / / / / / / P A T C H  1 . 0 . 0
    / / / / / / / R E L E A S E D   O N   S E P T E M B E R   1 ,    2 0 2 2

    Ludite 4's original changelog is lost for good since version 2, so i think it's about time to reintroduce it with this brand new huge patch. It's actually patch "7.0", but I've decided to give this mod a soft-relaunch. It's so different that it really doesn't make much sense to follow the original Ludite main branch.

    New name, new changelog, new version 1.1.0. These are the main new features introduced in this update:


    • Updated the mod to work with the latest version of both Gshade and FFXIV.
    • Implemented forward compatibility.
    • Eden Ultima now uses my SIA Framework (v1.1).
    • Implemented support for installation modules.
    • Introduced the color filters installation module.
    • Implemented a new "vanilla. color filter.
    • Implemented a new "summer" color filter.
    • Implemented a new "winter" color filter.
    • Worked on a foundation system, which tweaks the overall lighting of the mod.
    • Implemented "Foundation 1", a.k.a. "Natural Lighting".
    • Implemented "Foundation 2", a.k.a. "Overdose Lighting".
    • Both foundations are compatible with the three color filters available now.
    • Implemented the brightness installation module.
    • Implemented the contrast installation module.
    • Updated SIA to support a saturation module.
    • Implemented the saturation installation module.
    • Update SIA to handle multi-module parallelism.
    • Foundation, brightness, contrast and saturation were parallelized.
    • Implemented support for dynamic depth of field.
    • Turned dynamic depth of field into an installation module.
    • Implemented two alternative DOFs, one is subtle, two is dramatic.
    • Implemented support for texture sharpening (only recommended for QHD or 4K displays).
    • Implemented free ray tracing.
    • Turned ray tracing into an installation module.
    • Implemented RTGI type one, free alternative, high performance impact.
    • Implemented RTGI type two, free alternative, best graphics, very low performance impact. Recommended option.
    • Implemented RTGI type three, paid mod by McFly, high performance impact, not recommended.
    • Updated RTGI type three to its latest compatible build (0.30).
    • Massive performance boost on all presets.
    • Ultra-massive performance boost on RTGI type 2.
    • RTGI type 2 runs now at 70 fps on QHDUW, which makes Eden Ultima the fastest RTGI mod available for FFXIV.

    That's all for now. This mod has been in development for about a year by now and I've lost some parts of the changelog. Also, some changes were implemented just to be pulled back short after and so on, so it's kind of hard to keep a good track of all the changes, but you get the overall idea.

    There are some known issues that will be fixed in the upcoming days. A better mod gallery and a video showcase are also on their way. They'll most likely arrive in about one or two weeks.

  2. Seifunaru
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    Hi there, everyone!

    I'm now almost finished with my 3 year-long Skyrim mod development, it will hopefully get released on early 2024. This means I now have some time to spare on my already published projects, which means I'm updating Ultima! :')

    I'm aware FFXIV is getting a graphics update on summer 2024, so I think I'll wait until we can test said update before working on new presets to make sure everything is propperly tunned for the new FFXIV graphics. However, I've already started working on a refactorized installer application (which, by the way, will go open source), so hopefully I'll be able to drop an update for the mod soon after FFXIV 7.0 comes out.

    Ultima 2.0 will be a major mod rework (I won't build over what's already done, I'll rebuild the foundation instead). These are some of the planned features:

    • New open source installer.
    • Mod rework.
    • Preset based on natural lighting, seeking realism.
    • Preset based on fantasy lighting, seeking eye candy colors and contrasts.
    • Ray tracing update.
    • HDR support.
    • Quick installation option to get the same settings as the ones used on screenshots.
    • Advanced installation option to tweak some of the preset settings on the installer.
    • An option to choose wether to replace the installed preset, or add a new one without overwritting it.
    • Improved ReShade compatibility.
    • The installer will support both ReShade and GShade installation options.

    Feel free to comment your suggestions for Ultima 2.0, so I can add them to the to-do list!
  3. d3adz0ne
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    Only a still image of the launcher appears when using the ReShade version. No indicators for installation.


    
  4. Witchu
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    For anyone having issues, you need ReShade v5.8.0. Newer versions will error.
    1. 7hxyzz
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      bump
    2. CrackRex
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      I must still be doing something wrong then.... wont work even with the old version
  5. christiantoliou
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    how do I reduce brightness on the reshade window? for some reason my game looks way too bright with any of the presets on
  6. Fading2513
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    I installed reshade and followed instructions but for some reason reshade wont even load in the game and when i check the game files there is no dxgi.dll file. Is there any way to fix this?
  7. TrueSalamence
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    How do I disable just the experimental texture sharpening? Re-running the installer with it unchecked didn't seem to change it.
  8. ReiNaki
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    Hi Seifunara,

    Pascal Glitcher has changed his RTGI name to iMMERSE RTGI:

    "**RTGI UPDATE** ,see <#705383484159426631>  for news. RTGI is now called iMMERSE RTGI in the technique section. I don't recommend running both older RTGI versions and this one together, as they might share texture names and depending on which effect wins, it might result in bugs." 04/2023

    I wonder if Ultima support for the latest MartyMods.RTGI.fx or do I have to use the old one which is qUINT_rtg.fx
    1. Seifunaru
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      Hi there!

      I've not personally tuned up the newer versions of McFly's RTGI, so the mod won't work out of the box with that shader. However, feel free to enable it yourself and play around with its values. Hopefully you'll manage to get some good looking results!
  9. Reynbow
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    As others have said. This mod no longer works.
  10. BananaSuper
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    Instructions are incredibly unclear for a first time modder why not make a video?
  11. AsherAzon
    AsherAzon
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    As others have noted, as of mid Jan, 2024, this mod doesn't seem to be working :(

    Uninstalling Reshade and following the steps outlined does nothing. Shift+f2/3 does nothing, despite the installer claiming that it worked. It's a real shame as this reshade is just miles above anything else on Nexus.
  12. Ajgiel
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    Extract the zip file content next to your "ffxiv_dx11.exe", on the game directory

    Instructions unclear. Please elaborate. 
    Which files/folder are we extracting? The whole folder? What do you mean "next to" ? Do you mean in the same directory as FFxiv_dx11.exe? If so, are we replacing the reshade-shaders folder? If not, then which files/folder are we extracting?
    Please elaborate. Thankyou.
    1. RamenL
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      You are extracting the reshade-shaders folder from the Compatibility Patch zip into the same directory as ffxiv_dx11.exe, once prompted you click on replace everything.