Ghost Recon Breakpoint

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Boss33A

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Boss33A

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4 comments

  1. Boss33A
    Boss33A
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    I would like to develop these presets further.

    The goal of this preset pack is to achieve a better neutral rendering of the game Ghost Recon Breakpoint to increase immersion. I am aware that players who are looking for or need a preset that offers an even stronger color representation (saturation), sharpness or contrast will not be completely satisfied with this preset pack. To achieve this, however, some shaders would then have to be adjusted, in some cases heavily.

    The current preset pack is not quite satisfactory for me either, personally I see it also a basis for further improvements. I would also
    like to try other shaders to achieve the best shader combination.

    At the moment I am already working on a new version of the preset pack New Vision to achieve even better rendering in the game, e.g. better color balance, better sky rendering, better contrast etc.

    Also in the planning stage is the creation of a LUT file as a template for ReShade for balanced colors.

    Optimally it would be for me, if I would develop a Preset Pack, which also with small adjustments one could use also for other games, times see whether this project will succeed me.

    How fast the whole process will take depends strongly on the free time I have.

    Greetings Peter as Boss33A
  2. GlassTrifle123
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    Great presets. Really like the fact that you didn't make it "colorful" like others do.

    Only one problem : Do you mind sharing your reshade folder as well? Motionestimation fx is not compiled on my end. Always shows "failed to compile" and this issue is faced by others on the github link as well.

    If you upload your reshade-shaders folder here, it will be great.
  3. Boss33A
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    In version 1.1 there are new shaders:


    • PD80_02_Bloom.fx (for the Bloom effect), this shader replaces the qUINT_bloom.fx shader.
    • HSLShift.fx (for the color correction), e.g. the color of the sky was adjusted with it.

    Some other shaders were disabled like: PD80_01A_RT_Correct_Contrast.fx, PD80_01B_RT_Correct_Color.fx, and the already mentioned qUINT_bloom.fx shader.

    Some marginal adjustments were also made in version 1.1.


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    In version 1.2 there is a new shader:


    • LumaSharpen.fx ( for the sharpness effect), All shaders for sharpness (CAS. fx, Clarity.fx, LumaSharpen.fx, Smart_Sharp.fx) are set relatively weak, they influence each other, but of course they can be individually activated or deactivated or adjusted. This is also true for other shader combinations.


    For the Bloom effect I reactivated the shader qUINT_bloom.fx, but the effect of this shader was adjusted or reduced accordingly.

    Because the Bloom effect influences the light representation (scattered light), I tried to influence the Bloom effect with the two shaders qUINT_bloom.fx and PD80_02_Bloom.fx in a softer direction from my point of view.

    I am aware that many players, however, are looking for and want a very concise rendering and that is why these players will not be completely satisfied with my presets.

    Personally, I prefer a "soft", neutral rendering in terms of sharpness, colors or contrast. In general, however, you can also calculate a different display relatively quickly with my presets, but some adjustments, changes are then necessary.

    For a direct comparison between Vanilla and Preset New Vision, it is very helpful to activate the Before/After shader. This also makes it a bit easier to make your own personal adjustments.

    In the next time I try to improve all three presets, maybe also try completely new things. If the time is there and it should be necessary, I
    also want to create a LUT.

    Have fun with the New Vision 1.2 and sorry for my English.

    Ciao Peter as Boss33A
  4. Boss33A
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    Version 1.01 of the New Vision preset pack is available.

    There are two new shaders "Before" and "After". The "Before" shader is active by default, the additional activation of the "After" shader allows you to compare the effect of the preset directly in the game.

    The "After" shader, located at the bottom (after the "clear" shader), must be activated for direct comparison.

    The "After" Shader can of course be customized: the color of the dividing line, the position of the dividing line, etc.
     
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    Ciao Peter as Boss33A