Ghost of Tsushima Director's Cut

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ethantokes

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ethantokes

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About this mod

This is a resource intensive ray traced global illumination reshade using ZN_DAMP that also includes some color adjustment, while trying to remain true to the games original style.

(I have 3060 ti, i5 12600kf, 32gb ram and I barely get over 60 in some scenes, performance is insanely better without this.)

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*Example of RT in action. See images for On/Off pictures w/ descriptions.

Version 1.2.1 is out now with improvements to areas with too much RT and areas with too little and fixes to red hues.

Despite being very resource intensive, the changes other than the color adjustment are very subtle. Screenshots will show the RT in action, note the window and door borders as well as the underbelly of the horse, and tree tops where light hits intensely. Indoors you will find are the most effected by RT, with lighting looking much more natural than before, while outside is mostly improved by FGFX and color correction, making contrast and exposure much more realistic and striking. The game is naturally insanely saturated and I did not change this as it is meant to be this way. Some colors will appear a bit darker, if I change this the RT breaks and looks horrible, it is just the light propagation in action and the shader deciding that the scene is meant to look that way and trying to offset it is disastrous. 

RTGI attempts to simulate light propagation by using on screen data, unlike RTX from Nvidia, so do not expect off screen lighting to propagate into the scene. Therefor it is simply less accurate than RTX would be and does not include reflections, it is only lighting.

Great care has gone into removing artifacts(Hard to do with these RTGI shaders) and preventing the scene from being too dark or too bright(Also difficult). Beware reshade presets using these that are too dramatic, as half the scenes in the game likely break from the effects despite it looking incredible in screenshots. This is a one size fits all preset and should not have any major broken scenes. That said, expect to find something wonky, particularly in regard to depth of field effects as they do not play well with the depth buffer.

Some sharpening added that accounts for depth and sharpens the closest things primarly.

FGFXLargeScalePerceptualObscurance is used to create realistic contrast and exposure which adds a lot to each scene. Darkening shadows without darkening bright areas, meant to be bright.

Finally, a great effort has been made to make this RT based reshade support DLSS, something very hard to do as the depth buffer is upscaled too, which breaks lighting effects like RTGI and others easily. An exact ratio must be met to not get "glitching outlines" on everything. I am basically hiding the "glitching outlines" by playing with the color, brightness, exposure and contrast in order to prevent too extreme contrast between the color of the sky and objects in the world. These usually appear at the tree line. It requires fine tuning over time and if you notice any of these symptoms, please report, preferably with a screenshot, but a description of the time of day and lighting present is better than nothing. Not many reshades with these RT effects work well with DLSS, but as I needed it for my game to perform well, this has been crafted with it in mind. Generally speaking this means 1080p is the most tested resolution, but it should work for dlss across the board. Even better without, though extremely difficult to run.

This is an early version. There will be improvements and missteps are likely to be found. Please report scenes that may be negatively performing.

New RadiantGI version is even more resource intensive, I get 55 fps in some scenarios with my above specs.
It provides subsurface scattering, making faces look fantastic in the sun.

If there is any effect you do not like, simply hit "home" and uncheck it. Such as bloom or sharpening.

Frame generation WILL break the depth buffer and therefor the reshade.


Installation:

Install reshade's newest version from reshade.me and make sure to check all of the effects during install. Use dx10/11/12 option during install.

Download ZN_FX from on the right hand "Releases" section(Get the zip file) https://github.com/Zenteon/ZN_FX

Download Glamarye Fast Effects for ReShade https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade

Extract the shaders and/or textures folders in those files into "reshade-shaders" folder in your games main directory.

Then extract Serene Reshade.ini into the games main directory, next to the exe for the game.

In game, hit home and "edit global preprocessor definitions" and ensure RESHADE_DEPTH_INPUT_IS_REVERSED is set to 1

Check to see if performance mode is enabled by pressing home and checking the performance mode setting in the bottom right corner for a few extra fps.