12 comments

  1. WelitsJustMe
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    The current Reshade Version is still at the polishing stages. Any feedback on appearance especially with Ray tracing on or any bugs found is highly
    appreciated :3
  2. gutsss05
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    Would this be good if the HDR was turned on?
    1. WelitsJustMe
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      I dont think i got the point, reshade already uses HDR
  3. jojonexus
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    Hi Welitsjustme,

    I am currently trying to set up the game lighting into a visual state that suits me - and I looked into your reshade.
    Well, I am running the dx11 version and I am not fond of the outlook of loosing 20fps (I would probably loose more as you are very likely using a much a graphics card if you seriously consider running the game with dx12 and RT...).
    Anyway, it was quite evident from your screenshots and it turned out the same ingame: The vanilla version is way overexposed.
    I have seen that problem in a few other ppromising looking reshade presets as well, so I gave it a try to fix this as you are still woring on your settings:

    First things first, I have uploaded a few pictures with the results, first vanilla, then my modded version and then your current download version.
    I first reduced all settings mainly affecting the highlights:
    LiftGammaGain: values for Gain: all -0.019 (so the blue value is at 1.000)
    Bloom: exposure to 0.9 and threshold to 0.65
    Lightroom:     global white level: 255
    exposure: -0.07
    global gamma: 0.15
    global contrast: 0.16
    global black curve: 0.12
    global shadow curve: 0.045
    global midtones curve: 0.04
    global highllights curve: -0.12
    global white curve: -0.15  --> this one doesn't do much, global white level, exposure and global highllights curve are more important
    global saturation and vibrance: both +0.01 to compensate for the increase of gamma

    As the screenshots should show, the result is very similar to before, but without the overexposure.

    Of course, some ambient effects will now have a reduced intensity, but I think a larger value for "global midtones curve" should bring it closer to the full version for the  vibrance / luminance where it is expected (the brighter areas arround torches/candles etc, normally lit environment, ...), a lower value for global black curve should get it closer with regard to shadows and dark areas

    I think the preset could also use a considerable increase of the "global saturation" and "globa vibrance" values untill the result somewhat matches the full version coloration, right now it seems about as under-saturated as the vanilla game is over-saturated.

    Finaly at last: I have the impression that the color palette is a bit tinted towards red, at least indoors anyways.


    I hope this practical opinion of mine helps you achieve the result you want to see.
    Its just that you asked and the screenshots of the full version make me want to play the game like that, while the vanilla style version in its current state doesn't :-)
    Happy modding!

    -- Edited --
    As I was in the mood for it, I was trying out my additional suggestions myself. After juggling numbers arround for a few hours, I am finally quite excited about the result. If you want, I could send you the definition file with a PM.
    Cheers, Jojo
    1. WelitsJustMe
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      Exposure is something I'm working for 1.3 so thanks for the info on how to possibly fix it(you can always slap a Tonemapper to fix most of the issues) and Reshade got a bit of a color rebalance so both versions now will look more similar to eachother, FPS loss with full version up to 20 (it's just steals 10-12 from a base game and then thinking from there but you can always turn off additional light shaders to lose even less) its a performance hit when your game by itself goes to think and will be different from system to system and place you in, lift gamma I think is small mess up of mine before putting it from the test version into packaging, and indoor looks red because fire is switched to more reddish colors and most of the indoors use some part of just fire lights shader it's seems, I just need to turn some yellow back,  I'll be soon putting the new Reshade version and it's should be a bit better 
  4. BlueGunk
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    I'm trying this out and discovered the vignette disables the mini-map. Not sure how, or why!  I used W3NG with ray tracing on.
    1. WelitsJustMe
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      weird, never had this problem in vanilla, but if you have any mods you might accidentally just turned off the hud or its something else
    2. BlueGunk
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      I've got mods but nothing that affects it as I generally leave HUDs well alone (due to pain in the past!). Other reshades have been OK with it. The moment I turned off Vignette, the mini-map is available.  I also get a wee bit of flicker with DLSS frame gen on, but that's not surprising.
      Having worked on Redkit, W3 seems a bit weird the way it's put together! Who knows how these shaders mix.
      Otherewise it's an excellent reshade, and thanks for your work on it!
    3. WelitsJustMe
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      Thanks for the info, possible shaders giving you some issues: with edges or light  flickering is ZN_SDIL, Emboss_Tech, possible background noise could be the work of _ContrastBrigtnessSaturation shader, if the issues inly with ray-tracing on _RT_Correct_Contrast might be the issue here or eyeadaption shader is a bit slow for DLSS
      Hope it helps, I will try to figure out what might be the issue and possibly fix it in next version
    4. BlueGunk
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      Ah, it looks like the mini-map disappearing is just a first-run issue. Take off vignette, map appears. re-add vignette and the map stays. it just must be a reshade start-up thing. Sorry i didn't realise that at the time 😯

      There are so many things to tweak on the various shaders, it's easier to switch DLSS off!
    5. WelitsJustMe
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      I found shaders producing the biggest amount of flicks or noise, its mostly ZN_SDIL just doing its job for way too long sometimes (turning it off also gives you 5 more fps, its there for better lights indoors or at night) mixed with sharpness and depth based shaders, if you got some annoying noise in the backgound find ContrastBrigtnessSaturation shader and just turn off the "enable depth based adjustments" and you can also turn off EyeAdaption it can cause some issues with DLSS but its not always like this so its up to you to test, also turning off embosstech first can fix most of the things, its mostly there to give some textures a better depth and this can sometimes do a weird things, this should be all the stuff giving you some troubles or noise in the image, but reshades are known to cause some artefacts sometimes with DLSS. Bonus note: the game sometimes just does some weird flicks on its own, but the reshade just makes them more noticeable
  5. NealMcBeaI
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    I really liked your mod. It appears to be your first and I wanted to thank you!
    1. WelitsJustMe
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      I spent quite some time balancing the preset for every location while keeping the original Witcher atmosphere (unfortunately, the White Orchard was a bit of a sacrifice when making it ray tracing compatible, but it might be fixed in the future). Thank you for the comment, and I would gladly check any issues you might find while playing with it. I really want to put all the people who put nice reshades for Witcher behind a paywall out of business, so to say, and this means I need to fix any issues and maybe try to make some presets for lightning mods )