ReShade for PSOBB (with Global Illumination)

Discussion in 'Skins and Mods' started by ZabaZu, Oct 6, 2019.

  1. ZabaZu

    ZabaZu Member

    What Is This?
    This specifically is a modified ReShade .dll (built on September 29th) that can keep depth buffer access in multiplayer games, along with a couple presets I made. As for what ReShade is generally, it's a post processing injector similar to ENB, except it works generically in just about any game. It can't modify textures or models or otherwise enhance the in-game effects/lighting, but it can add in depth-dependent effects like ambient occlusion or depth of field and otherwise do anything you could do to an image in photoshop.

    Why Would I Want It?
    Take a look at this gallery. If this preset doesn't interest you, this includes tons of shaders I didn't use, so you may want to play around with it yourself if that's your cup of tea.

    Alright, I'm Sold, Where's the Download?
    Here you go!

    But there's a catch! The Global Illumination shader used in the gallery photos labeled "x GI" is currently in beta and the developer does not want it publicly distributed. For now, if you want access to said shader, you'll need to support the developer on his Patreon, where it is in the $5 tier (I am in no way, shape, or form affiliated with the developer of this shader). Once the shader is finished in development, it will be available for free. As for why you might consider throwing him 5 bones, he's responsible for a ton of quality shaders for ReShade which are absolutely free, such as the great MXAO shader I've used as an alternative until the GI shader is available publicly.

    How Do I Install This Thing?
    Once you've downloaded the files, extract them to the root of your PSOBB install (where the PSOBB.exe is located). Boot up the game, and open the ReShade menu by pressing Shift + F1. At the top of that menu, there will be a selected preset. Ensure that the correct preset is selected (PSO+GI if you installed the GI shader, PSO+MXAO if you have not).

    IMPORTANT: The GI preset was designed specifically around the RTGI 0.7 beta release. Newer versions will not look like the screenshots without serious tweaking. I will make a new preset to share when the shader is fully released to the public.

    As an added suggestion, go into the control panel for your video card and enable 16x Anisotropic Filtering for the game. Also, you cannot use MSAA or SSAA with this mod. It may simply make the depth effects not work, or it may crash at launch.

    How's Performance?
    These effects are extremely performance intensive as configured. At 3440x1440, this pushes my RTX 2080 to about 50-55% utilization. If you have a modern mid-range gaming PC and aren't running a 4k monitor this should run fine for you. I can't do a large range of performance testing, so if you have any performance problems please let me know what GPU you have, what resolution, and where you have problems. If anybody has issues on reasonable hardware, I can try to make a more performant preset. Optimization wasn't a concern for me given the age of this game and it having a 30 fps cap.

    Thanks for taking the time to look at this! I spent a lot of time tweaking this to my tastes and making sure it didn't look bad in a large variety of scenes. If you give it a download, let me know what you think, and if you make your own preset, I'd love to see some screenshots! Hope you all have a great day!
    Last edited: Nov 7, 2019
  2. CTB

    CTB JK hate paused, busy!

    Chicago, Illinois
    I haven't played in so long that I am having trouble telling the difference in-game, but the screens got me to pony up for GI because I like more colors.

    Performance-wise, 2080 TI can still do whatever the hell it wants at 4K. Maybe I'll try playing with the other shaders...
    anime likes this.
  3. ZabaZu

    ZabaZu Member

    My default configuration has "scroll lock" as a toggle key for the effects, if you want to see a before and after. I also left it setup so that "print screen" automatically takes a screenshot before and after.
  4. Echelon

    Echelon PSOBB plastic surgeon

  5. ZabaZu

    ZabaZu Member

  6. ZabaZu

    ZabaZu Member

    You're right, sorry about that. Hopefully a mod can move the thread.
    Echelon and CARNAGE like this.

    CARNAGE MAXIMUM Staff Member

  8. Siushaga

    Siushaga Member

    This looks nice. I contributed via Patreon to help support the developer. Have you played around yet with the latest 4.5 ReShade or the 0.8.x betas for GI? Would definitely be interested in if you do! (not very savy with playing with these settings myself)
  9. ZabaZu

    ZabaZu Member

    The build I included here was built close enough to the release of 4.5 that it has most of the changes in 4.5. There's not much reason to rebuild it for this game at least. I have played around with the 0.8 version of the GI shader but I haven't gotten it looking how I want. I haven't been playing PSO much lately so I haven't spent much time with it. I plan on revisiting it and really dialing in what I want when the shader fully releases.

    That said, the GI shader in particular is pretty easy to adjust, you really just need to play around with the amount of ambient occlusion and GI. You can keep the rest of the settings at default in 0.8. For testing, you'll want to go to particularly dark areas (VR temple in the tunnels for example) and make sure it's not too dark (adjust AO accordingly), and also go to areas with high contrast and make sure the GI isn't too aggressive and unnatural looking. Keep in mind it needs to assume global lighting only within screen space, so high values can look very bad in some scenes.
    Siushaga likes this.
  10. ZabaZu

    ZabaZu Member

    Got around to playing with the newest version. I also learned how to use the shader better myself (my advice wasn't particularly good in the last post, not for the newer version). Still working out what settings I want, but the results are much better than before so far.

    Current settings if you want to copy them
    Last edited: Jan 14, 2020

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