3dmember

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Everything posted by 3dmember

  1. The only thing I can suggest is to play with the settings yourself(descriptions of what the DoF settings do above) by alt-tabbing out and manually adjusting them to your liking. The auto focus should focus up enough at times for you to read the text and understand what is going on. Like I said even with the framework in place the GUI detection isn't good on older games so it's nearly impossible to fix it for every camera angle without removing the DoF effect to the point where it's barely even visible. That's the problem I had. I just went for the best compromise.
  2. To answer Kampfer's question. The Issue with DoF seems to be driver related and there's nothing I can do about it. You can try to tweak the values yourself to see if you can make it work for your NVidia card. As I said before all the issues people are having are non ATi related. You must understand i'm playing this on an ATi unfortunately. So for ATi users and some NVidia's(maybe) this will work perfectly. Others will have to tweak the values themselves. In this post further down I will post the DoF values and what they relate to so that you can tweak it yourself to make it work for your card. As far as Raymarch not working, that's also an known Nvidia issue which is to be expected really since ATi has a known problem with SSAO. Some ATi users can't get SSAO to work either. For some reason a great many users and myself can get both to work simultaneously so I don't know what's going on there, haha. You could try to reduce the sampling of Raymarch and SSAO together to see if it makes Raymarch playable. Okay as far as DoF values, Here's an explanation on how they work and what they will do. This should allow you to tweak it so it can become visible for your NVidia Card. fFocusBias = 0.04; // high values cause the image to be blurred less (lens focal point distance) fApertureScale = 0.003; // governs image blur scale (the bigger value, the stronger blur) fApertureCutoff = 0.19; // manages the smoothness of the DoF (bigger value results in wider depth of field) fApertureBias = 0.01; // distance not taken into account in DoF (try out sub-zero values) I hope this helps.
  3. Sorry been busy. To answer Todds question. Just open up ReShade.fx and press crtl-f and paste in #define USE_GRAIN. You'll see a 1 beside this. Change it to a 0. Sorry for the late reply.
  4. So good news for those who are able to use my ReShade+SweetFX Preset Setup. I have managed to tweak the DoF so that it should never screw with or blur text without loss of DoF quality(actually I think I've improved it). In addition I have tweaked the double ambient occlusion values and settings so that the quality should be higher without any real performance loss and without the shader cutoff that some people messaged me about. Here is the link to my final version of my preset: https://www.dropbox.com/s/4l5q0d426mm73ji/3Dmember%20ReShade%2BSweetFX%20Preset%20Final%20Ver.7z?dl=0 Make sure you view the README and follow the instructions carefully. Enjoy! Also make sure you tell me if there are any further issues with the DoF. I would really like to know. As obviously I haven't played an entire play-through to make sure every conversation/combat scenario isn't affected. I only tested it for a few hours and the improvement seemed flawless. I guess later I will make my own post for this instead of hi-jacking this one but not today haha.
  5. So bad news friends. I just tested out ReShade 0.16 with the new Master Effect Reborn and the GUI detection and it is just not there yet. It seems to cause at least in older OpenGL games huge portions of the screen to become distorted and it affects where ReShade enhancements on non GUI portions of the screen are implemented. Basically it turns the whole thing into a gloomy garbled mess. However it seems to work more or less perfectly on Direct3D games and newer games. So if you have another game you want to enhance then this is definitely a step in the right direction. However for us KOTOR users what I have done is basically as good as it gets. NVidia users have an alternate method of game enhancement for KOTOR however. I am going to link a few alternate(non ReShade) post processing enhancements. I myself only use ReShade because... well it is better than what i'm about to link but if you are just tired of trying to tweak it to work with NVidia and want something that will enhance the game and 'should' work better on NVidia systems then I may have a solution for you. There are several OpenGL ENBs available that you may not be aware of. I use them myself on old OpenGL games where ReShade simply refuses to work or is too unstable to work. Star Trek Elite Force 1&2 are good examples of games I use OpenGL ENBs on and it makes them look really damned nice. So here are two of the best i'm aware of: Here is the OpenGL (Direct3D to OpenGL conversion Wrapper) Basically it's the whole generic ENB package(San Andreas 0.74g) Direct3D package slightly enhanced and converted to OpenGL. It is more or less stable for most games. No guarantees though. and this is the OpenGL ENBish packages: (The second one is just a slight enhancement of the first) https://code.google.com/p/qeffects-gl/ http://jkhub.org/files/file/1484-qeffects-pro/ So give em a try and see if they help you. Remember you must open there config files and manually configure them and change the apply effects settings yourself.
  6. I'll check back tomorrow with some more screens and read your progress and any other questions you might have. To be honest I feel kinda bad for hijacking alinadem's forum topic lol but he/she seems to be inactive so w/e I guess.
  7. Yeah this all could be a matter of finicky hardware configs. Post processing can be a really tricky business and nothing is guaranteed to run on every system unfortunately. I just hope we can work something out that nets you guys at least 80% of what i'm trying to achieve with this preset.
  8. Well the problem seems to be restricted to NVidia. So I am wondering are you guys using NVidia inspector and is its Ambient Occlusion method enabled?(Alot of people just throw it on for all games and forget to turn it off) I'm saying this because I missed nothing in the download. What I have given is the complete package. I'm running an ATi Radeon 6970 2gb and a much lesser specced system than yours and I'm getting 60fps that never dips. So I don't think the problem has anything to do with performance of a rig. I think it has to do with NVidia's drivers conflicting with something in the ReShade MER(Master Effect Reborn) Package. It could also be that enabling SweetFX with MER is incompatible with the NVidia driver architecture as well. Try disabling SweetFX(it only has HDR and an extra sharpening bias method enabled - with the next release of MER both are being included with MER so there will be no point in using SweetFX for them in the future) by temporaily relocating sweet.fx and the SweetFX folder out of the game directory and then go into the ReShade.fx and at the top remove the line #include "Sweet.fx". If that doesn't work then the issue must be an incompatibility with NVidia vs Raymarch AO and if that's the case I would suggest just beefing up the values of SSAO by raising the sample rate + smoothing + power. Note that this will not look as good as the double approach but it should still look considerably better than not having it. Also you could try using NVidia's inspector and see if it's Ambient Occlusion is compatible with the games Opengl. Crank the setting to high and make sure to use HBAO Ultra or w/e it is and not Volumetric approach(volumetric is the low quality AO method). I think Inspector has 2 or 3 methods it's able to apply I just don't remember if they are compatible with opengl games. In addition keep in mind that a lot post processing and graphics enhancement API's have their preferential video card brand. For example I have noticed that ENBs of any variety prefer NVidia rigs and run better on them and ReShade seems to run better on ATi(I have no idea why this is). However take Skyrim for instance; try getting the same performance out of a high intensity ENB on a ATi Rig... good luck with that. Even on my friends insanely overpowered ATi rig with 2x R9 290s he gets lousy performance running the latest NL&A ENB(which is the most performance heavy one atm). Yet my friend running a single GTX 970 gets better performance LOL. Also I will repeat this again because I myself will quite often will not take the time to read every post within a forum topic specially if there are multiple pages involved. Anyways make sure that frame buffer effects and soft shadows are turned off. They are not compatible with new methods of post processing(frame buffer effects and soft shadows are essentially primitive forms of light/shadow post processing). Anyways frame buffer effects is not compatible with ReShades bloom/gaussian blur and other stuff and soft shadows are not compatible with Ambient Occlusion methods. So just remember that even if the game will run with both; one of two things will happen. 1) you lose some of ReShades effects which will result in lower visual fidelity or 2) really bad driver conflict, resulting in a crash/fps destroyed with almost no post processing occurring. I really hope this helps NVidia users get this working. I will try to troubleshoot it more if that doesn't work. Just help me by giving me opengl logs, inspector settings, driver settings, etc. So that I know what's going on.
  9. Okay just an update. I won't be releasing another build until the new Master Effect Reborn comes out. He just released a few revisions of 1.1 but they are still really buggy. The reason for this is because there's just no way I can tweak the DoF to work without blurring at least some text and if I do tweak it to stop blurring the text one of two things happens. 1) The DoF threshold completely falls off too early and auto-focus nearly never kicks in, or 2) I tweak the radius to expand the screen more on auto-focus so that text is visible however the DoF effect ends up too strong around the aperture and and fish eye/bokeh's the entire screen nearly all the time. So within the month Marty McFly plans to release a better working version of his new 1.1 build. Which includes GUI detection(already does but the build is buggy and unstable like I said) also right now he doesn't have FXAA working yet. He has SMAA but older opengl games don't run SMAA well infact most of the time it downright refuses to work and glitches out the sharpening methods. So when he fixes all that I'll create a new preset based off that version and release it. For now all I can do is try to trouble shoot any problems you guys have with the current build.
  10. By the time i'm done here I might have to include a 10 page readme detailing all the troubleshooting we're doing here to include with the new version rofl.
  11. SweetFX goes into the game folder just as ReShade does. My textures are turned up high as well. Just be sure that in your NVidia driver config that there is nothing like driver forced Ambient Occlusion(inspector) on and maybe try forcing 16x anistrophy on with your drivers instead of ingame(older anistrophy methods don't always play nice with new drivers). Also do not turn ingame Anti Aliasing on more than 2x. Tbh you shouldn't need AA on at all with my config. All this being said the issue could very well be Windows 8(i've heard some pretty bad horror stories and i've used it myself which is why i'm currently rolled back to Windows 7 Ultimate 64bit). However I don't see why Windows 8 would be affecting this game but who knows. Another thing that would help me help you is if you could copy/paste your swotor.ini/swotor2.ini into a spoiler. This is how mine looks for example: [Graphics Options] RefreshRate=60 V-Sync=0 Anisotropy=16 Frame Buffer=0 Anti Aliasing=2 Texture Quality=2 Emitters=1 Grass=1 Soft Shadows=0 Shadows=1 Brightness=54 EnableHardwareMouse=1 FullScreen=1 Disable Vertex Buffer Objects=1 Height=1080 Width=1920 Oh crap spoilers don't work here. What the.. As you can see I have V-Sync turned off. You could try that as well. It could be that your driver V-Sync(if enabled) is conflicting. I dunno, anything is possible at this point. Many claim that V-Syncs can't conflict with one another. I beg to differ as I've had them conflict before. You could also disable all V-Sync options(in video card options and in game) and see if that alleviates your frame rate issues. Also if you have an option that says: AllowSoftShadows=1 Try removing it as well. It will be under graphic options in your swotor/2.ini.
  12. Interesting... I don't know why you're machine is having an issue then. This is very odd. Your machine is more powerful mine rofl and I'm having no issues. I know this may sound insulting but it doesn't take long for drivers to become out of date. Are your drivers updated to the newest release? If they are updated then I suggest that you go into ReShade.fx and turn off Raymarch AO and see if only running one AO method alleviates your framerate issue. It could be a problem with driver conflict. Nvidia inspector has it's own forced AO as well so you could try to force Ambient Occlusion through your driver settings and turn off both ReShade methods(SSAO/Raymarch AO) as well but I don't know if NVidia AO is able to be forced onto Opengl games. You could try though and see. Something tells me NVidia AO is Direct3D only. I will try my best to setup something that will work with your hardware as I believe the issue is a hardware one that I can't reproduce because my video card is ATi. So just try to bare with me and give me as much information as you can so that I might troubleshoot this with you. Also in your game directory there should be an Opengl log if you could throw that into a dropbox or paste it's contents into a spoiler that I can see what's going on I might be able to fix this issue for you by way of driver options, etcs. Basically it might be a driver setting conflict(which i'm pretty sure it is) and a specific profile made in inspector for KOTOR might alleviate the framerate issue. I haven't used an NVidia rig for about half a year(I dismantled my old NVidia rig). However I am familiar with it's drivers and utilities like inspector. So I may be able to help troubleshoot this. I'm positive the real file is safe. What's weird is that it's saying it's a virus. Just a warning. Make sure you use google to translate the page(right click on some russian text and select "translate page") and then locate the right download link(there are spam links which will download bad stuff on your computer). You will know if you're downloading the right file because the real Russian HD texture package is about 3.5 gigabytes. Yes it's quite large, then again it is replacing nearly all textures in the game with top quality textures. Also it might take awhile; if it still says it's a virus just ignore stupid google. It's a false positive issue and underneath the file in the download page of your browser click the link that says "recover malicious file". Then confirm.
  13. I'd be interested in knowing your hardware specifications. If it's not too much trouble. If I know them, I might be able to make a version for you with less of an FPS impact. However it might not look as grand. The texture pack i'm using is the best I've seen and it nearly replaces every default texture in game. You can get it here. It's for KOTOR 1 though only and it's a Russian texture pack. However it doesn't change your language. It's just the installer is in Russian. It's still easy enough to install. You can get it here: http://www.playground.ru/files/star_wars_knights_of_the_old_republic_graphic_modification_obnovleno-77204/
  14. Well i'm still not satisfied with the DoF so no release as of yet. Still tweaking it. However here is a few more screen shots. These are of Dantooine. http://i.imgur.com/b2lIW4y.jpg http://i.imgur.com/JHhGdxV.jpg http://i.imgur.com/1Xjczdg.jpg http://i.imgur.com/PSEUjst.jpg http://i.imgur.com/2w5Txkd.jpg
  15. I will be making a post later with an updated DoF version and better instructions detailing everything that's been explained on this forum in the README as well as some new screen shots of Dantooine. My Dantooine shots should give other people a good idea of what they are missing hehe.
  16. It's no bother man. I hope you got it working is all. Sorry if I sounded hasty. I just thought I had described it in an earlier post. Did you get it working with a decent framerate? I'm wondering because frame buffer effects and soft shadowing should be the culprits because of there resource interference. I just hope the above post makes other understand why you can't really use frame buffers effects and soft shadowing with ReShade and why you don't really want to even if you have a card that can brute force through it. Though I suppose soft shadowing might be alright if you have a card that can brute force through it, however I can't guarantee that it won't kill your framerate or disable some ReShade effects. Bottom line disabling soft shadows and frame buffer effects when using this will result in you gaining visual fidelity, not losing it.
  17. I thought I made that clear. Post Processing = Frame Buffer Effects. ReShade = Post Processing. Understand? All Frame Buffer Effects were just a primitive form of post processing back when post processing was a brand new concept. A Frame Buffer Effect is 8-24bit MTC effect applied to the image during the buffer process of a frame. The problem with frame buffer effects is like I said they were primitive and severely limited. It was a piggy back process designed for CRT monitors and not widescreen high definition so it was severely limited to what it could do. The other unfortunate limitation to Frame Buffer Effects is that they access the portion of the opengl resources that advanced Post Processing methods access(if it was Direct3D it wouldn't matter because advanced post processing would always take priority and frame buffer effects would be disabled as a result without turning the feature off). Heres the bottom line so you can see a comparison and understand what Frame Buffer Effects exactly are: Frame Buffer Effects: 24bit MTC per pixel flares(primitive bloom - it doesn't look as good as today's bloom) 24bit MTC per pixel noise(primitive film effect that looks inferior to colour correction/HDR/tonemapping) 24bit MTC speed blur(I hate speed blur personally and frame buffer speed blur is the shittiest kind - however if it's something you really want over ReShades advanced effects then disregard using my shader config) ReShade Post Processing with my config: 32bit HD per pixel flares(colour corrected)(today's bloom standard) 32bit HD per pixel noise(superior method)(film effect similar to frame buffer effects but much better(it is a moving screen noise - frame buffer is static)) 32bit HD HDR lighting simulation(advanced photo realistic image toning with shader tone correction) 32bit HD 2 Sharpening texture methods(1 sharpen mask, 1 sharpening texture bias applied to the alpha channel(can interfere with SMAA techniques but we're not using them)) 32bit HD colour corrected blur mask lens flare effect(photo simulated lens flare effect)(gaussian anamflare) 32bit HD fullscreen FXAA method(combined with my values + 2x AA from game gives best visual smoothing) 32bit HD screen space ambient occlusion mapping shader(tries to simulate physically realistic shading similar to soft shadowing but applied to the entire image) 32bit HD raymarch ambient occlusion applied with filter on top of SSAO(same as above but a secondary method that with my values catches what SSAO misses and vice versa 32bit HD Vibrancy shader(intelligent integrated colour enhancement/correction) 32bit HD Gamma lift (improves shadow colours and tones so that no shadow that is exposed to light is pure black) 32bit HD Depth of Field with it's own effects(gaussian blur/bokeh etc)(Matso DoF) In addition I could add speed blur shader to ReShade but I won't because personally I hate it and it distorts the clarity of the effects i'm using(I did try to add it originally, even with ReShades superior approach it looked terrible). Soft Shadowing is basically just a non full image(only applied to a very limited amount of shadows), non frame buffer method of adding occlusion culling and physical saturation to shadowing done in the game world. In certain cases it can look neat but like I said it really only affects the shadows cast by NPCs/PC and a small number of lighting affects. These effects still apply a shadow regardless of soft shadowing being on/off. Soft shadowing is just a non post process method of softening them. If you notice with my effects softening will occur as well due to double AO approaches and HDR tonemapping as well as gamma control of the shadows themselves(lift gamma gain). Another thing to note is that the opengl that this game uses is limited to a maximum of 14 post processing effects. The effects used require opengl library 4.3+. However that's the reason I only use 12 effects. If I use more my double AO approach most likely will start to misbehave because technically speaking AO accounts for 2 post processing methods each as it's a very hefty process. As you can see ReShade is superior to frame buffer effects method in every single way. I hope this clarifies things more.
  18. You know I knew this would happen but I still forgot to include two extremely important directions into the README LOL. You must disable soft shadows and frame buffer effects to use this configuration. The reason for this is because of an opengl shader conflict. Alot of ReShade effects conflict with the games frame buffer effects(which are basically primitive forms of post processing). Also the double AO approach I use conflicts with Soft Shadows as well. I have frame buffer effects and soft shadows disabled anyways because I find they look terrible in comparison to my ReShade config. I'm truly sorry that I forgot to mention that. Turn those two off and then try using this. I'm sure you'll find it will work just fine without any frame issues once those two options are disabled. The reason it happens is because the ReShade shader effects i'm using access the same resources as soft shadows and frame buffer effects to create there shaders. Trust me you don't need them. All default frame buffer effects this game uses are only 16-24 bit effects. Where as ReShade and SweetFX 2.0 are using 32bit effects with more complex lighting shaders on particles(meaning stuff like sparks and lightsabers have more lights with ReShade than the games default frame buffer effects). Also soft shadowing is overrated. My double AO + HDR approach to softening shadows may not be as transitional however it's far more accurate looking than the games default soft shadows. Because the soft shadowing shader used by this games Odyssey engine is very limited meaning it will not apply soft shading to reflective surfaces, higher poly meshed textures or affect other lights. In addition the games soft shadowing only applies a blurred shadow mask focal point algorithm to only the shadows specified(which is very few shadows) by the game engine. It then applies this mask from the projected aperture of only localized lights. Where as softening shadows by using AO + HDR applies shadow softening to the entire scene. I hope this clears things up and makes it work for your game. For me disabling frame buffer and soft shadows makes it work perfectly and look visually better as you can see in the screenshots. I meant to put these instructions into the README. I just forgot. Sorry about about that. I'll make another post detailing this. Anyways that's the reason for the FPS hit. When two shader libraries try to access the same resources, BAM! conflict and frame rate just gets destroyed as it's continuously bottle necking the processes. Also on certain video cards(which explains why the other guy was having it not compile past the menu screen) the shader library will refuse to compile when encountering a conflict(i'm guessing he has an ATi gaming card because they have a safety built in that stops alternate shader libraries when this happens). There are a few really powerful NVidia cards that can brute force there way through the conflict. However that only puts them in the acceptable frame rate range and also disables a lot of the shaders my preset adds in the process. If you have said NVidia card you will lose at least one of the AO approaches, if not both; your bloom, gaussian anamflare, DoF will only be running at a severely diminished capacity and complexity. HDR and sharpening masks will also be affected. So make sure you disable frame buffer effects and soft shadows.
  19. Okay here's the first beta of my ReShade 0.15 + Master Effect ReBorn + SweetFX 2.0 preset. Enjoy. There is still some issues with MatsoDoF. I plan to iron them out soon but keep in mind it's difficult without GUI detection implemented. I might end up having to wait for the new Shader framework being developed. However most of the time text is not affected I tweaked the aperture to a decent degree and left auto-focus on so that in case it does blur the text it will eventually kick out. Here's the link to my drop box: https://www.dropbox.com/sh/9b3fq2lo13eychv/AABeyJ_cxlc4nu2YYy6u2SG_a?dl=0 Let me know if there are any problems.
  20. Unfortunately not as of yet. The problem with Matso DoF is actually a problem with ReShade. You see until Crosire and the team implement GUI detection there is only so much I can do. I have tweaked the radius and depth bias so that it's not as noticeable but it's still there. you'll notice it still clipping off portions of the text if the conversation is long enough. Now i'm still trying to tweak it because I think I can get it better but it's hard because if I switch the values too much then DoF disappears entirely. So I still need a few days. I'm a Skyrim modder and my Skyrim modding takes priority over any other kind of game tweaking. However I really want to continue my KOTOR 1+2 playthroughs so I will get to it today or tomorrow. Once I get the DoF tweaked to a point i'm satisfied with(it's ALOT of trial and error because it's hard to reproduce every situation where the DoF might blur the text). Once that's done i'll setup a download link. Just give me a day or two but it will be done. Like I said I will tweak it more there are some other values I can mess around with(but Matso warns not to lol) that I believe may alleviate the issue. Playing KOTOR again after not playing it for so many years with all the new shiny mods, HD stuff, and post processing... I mean wow it's like a brand new game. Also I don't even remember what the game was really about since it was 10 years since I last played KOTOR 1+2 LOL.
  21. Here are some more screens... I know I know nothing special yet but I've only just begun my playthrough so i'm still on boring Taris. I'll have more examples of new locales as I get further into my replay. Edit: For some reason now that I have tweaked the FXAA to be acceptable it's distorted the film grain. I just readjusted it and it's much better now. The next set of screen shots should look much better. Edit: I removed the old list of screen shots that the new FXAA settings I made which distorted the screen noise(moving film grain). Here a few new screens with the corrected FXAA and film grain: http://i.imgur.com/qFuHMZz.jpg http://i.imgur.com/LBpXN1C.jpg http://i.imgur.com/fTfjPUE.jpg Locales are nothing special but it shows the improved clarity I've achieved. I really like what I've managed to do with the DOF edits unfortunately MatsoDOF is the best for most opengl games and what that means is that I cannot edit the DOF response time. He has no configuration for it yet. Hopefully in the future there will be. So for now you might notice in some screens that the DOF is not really being applied and that's because it's purely situational. 95% of the time DOF is applied but sometimes it can take a few seconds to kick in and I get jumpy with my SS button haha. So I miss including DOF into the shot.
  22. Yes I managed to correct the SSAO and Raymarch AO shadow artifacts. The reason it happens is because this is an old opengl game and the problem with that is that ReShade was never configured for it so the depth bias(the distance from mesh that add or culls shadows and light casts to textures) is completely inaccurate for this. I reconfigured the entire depth so now it should atleast 99% of the time have no visible shader artifacts. In addition, I was able to reconfigure the contrast clamping and sub-pixel clamping of FXAA to make it so that there are no visible contrast artifacts. So FXAA is now an option for those who like me find that FXAA over blurrs, bleaches and causes visual artifacts when rendered onto older games like this; I've eliminated 99% of the problem with it as well. That being said i'm going to continue my playthrough now that i'm comfortable with the results and try to get as many of the best screenshots as I can(The screen shots from this point on should be much better than that one since I've improved my shaders a bit more) and then i'll post them here within a day and if you're still interested like I said earlier i'll post a download link. Also like in that screen shot there is no tonemapping. The reason for this like I said earlier is because it breaks the UI quite a bit more than even FXAA. So I won't be using it at least until Crosire adds GUI detection. Until that happens I won't even bother trying to make it look accurate because the UI distortion is just too great(on the really good tonemapping suites) like the filmic one, HPD, and reinhic etc.
  23. Okay I'm back again with good news. I figured out a work around to get KOTOR 1 and TSL to run shader libraries with my ATi hunk of junk. It took some major tweaking but I managed to get it to work flawlessly. That said I have used what I know about Reshade 1.5+ SweetFX 2.0 and got a combo version that works together with Master Effects+SweetFX and now I have the following effects working flawlessly together combined with KOTOR 1 and TSL HD texture mods to make a truly stunning experience that is also easy on the FPS(some shaders stomp on even the most powerfull systems due to shader incompatibilities). Right now I have the following shaders reconfigured custom because the default values don't work properly or look like trash and now they are all working together seamlessly: -Raymarch AO(custom values that accent the HDR dark shading areas making them look more dramatic to physical lighting effects/bloom. Can really only be seen in real time. A good example where it can be seen is anamflare/bloom from a lightsaber or flickering broken light in a complex, particle effects or something similar.) -Gaussian Anamflare(very custom setup that is not stupid or blinding like most of the configs I've seen also with colour correction(no more overly blinding blue tone)) -Bloom(very nice and subtle light weight with good color setup to accent the custom tonemapping setup with filmic pass I have) -SSAO(yes i'm running two AO's; screen capture doesn't do it justice but they look incredible running on top of each other combined with HDR) -MatsoDOF(works flawelessly as is but I've custom edited the bias so that is lines up with sharpen mask + lumasharpen) -Liftgammagain(custom values to more accurately control dark shadow colours changed by DOF and custom tonemapping) -Vibrance(custom so that saturation isn't overwhelming in certain lights with the tonemapping) -Sharpening mask(nearly full) -Film grain(lowest weight, normally I hate most film grains, however I do like it when it's the good version of film grain which is the moving static variant with colour modes and intensity+tone controls properly configured, hopefully you don't hate mine, my friend says it's too subtle. I know some prefer heavy film grain(I hate it haha)) -FilmicPass(extremely mild custom setup) -HDR(SweetFX HDR with custom setting) -Lumasharpen with (slightly less than moderate value to accent the sharpen mask so that objects close up look detailed and far away they look less sharp but more defined - can really only be seen in real time unfortunately, it took me quite awhile to get the values to line up properly with sharpen mask +MatsoDOF(the bokeh effect in it quite often screws it up when objects just transition into focus)) This is an example screenshot, I'd like to point out as I'm sure many are aware of this. Screen shots really are not a good demonstration of what the shaders really look like because the most noticeable differences can really only be seen in real time. Anyways here's a sample. Also keep in mind that Imgur is a stupid bastard and always downsamples uploaded images I have found into shitty quality jpg(original was nice quality png). http://i.imgur.com/ggaDKPS.jpg One more thing to add. With any opengl game I would encourage people to use hardware AA(if available - something like adaptive MSAA w/ edge detect mode) or brute force software AA through the game options because these methods of AA do not interfere with shaders. If you use for example Master Effect FXAA or SweetFX SMAA they massively interfere with things like lumasharpen, sharpen mask, HDR and film grain. This interference is more noticeable in opengl than direct 3d. Not sure why but it will often look terrible. Just a heads up. Posted Today, 01:51 AM - I'm having a blast playing the game right now, I'll be back soon, perhaps tomorrow with some more sample screen shots of my KOTOR 1 playthrough with more vista examples of these shaders in play. If people like what I've done and there's enough demand for it I'll setup a mediafire account and post a download link to my custom setup. Posted Today, 03:03 AM - Update: So turns out no matter what I do there's no way to stop any kind of tonemapping from screwing up UI(Makes the Mini Map and a few other important menus virtually unreadable) until Cosire implements GUI detection in the new ReShade framework they are developing. So unfortunately any of the advanced tonemapping shaders are a no go for me atleast. I can't stand the look of it on the UI.
  24. For some reason I cannot get this to work or any post processing to work like QEPro or QGL effects or the conversion OPENGL ENB which i've been able to get to work on every other opengl game old and new. Mind you i've had a ton of issues with getting post processing to work on all other games because i'm an ATi user(HD6970 2gb). I'm using the GOG version of the game which is 1.03. For some reason the game comes packaged with atioglxx.dll it runs fine with that dll in the .exe folder problem is thats an older opengl version and post processing won't function when the game runs off of it. If I remove it and try to use my video cards drivers(which are up to date with the latest Omega drivers). The game will boot up with ReShade but the game will refuse to run(i.e. i can't start a new game or anything). I'm hoping someone can help me here. Thanks in advance. P.S. I will never be buying an ATi ever again. Ever since I switched to bloody ATi I've had nothing but problems; seems every month I encounter an issue with an old or new game I want to play off GoG or Steam... issues I never had on my nvidia system. I either cannot run the game at all the way I want to or I have to sacrifice something I consider to be big(graphical customization like enb/PP stuff) in order to get it to run. Whatever minor superior hardware the ATi has over it's Nvidia counterpart seems to be completely negated by shitty drivers, optimization etc. Really disappointed in AMD.