VOGONS


First post, by RaVeN-05

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https://github.com/WhiteMagicRaven/fakebilinear2

temp8.fx is latest version

I developed Reshade shader that will emit (mimic) bilinear texture filtering
look
https://github.com/WhiteMagicRaven/fakebilinear2
zdaemon-2022-05-14-18-35-50.png
zdaemon-2022-05-19-16-33-32.png
zdaemon-2022-05-15-01-08-03.png

left unfiltered ----- right filtered
Surv-20230225-164334.png zdaemon-2023-02-25-16-43-35.png

Its applied for ZDaemon, its only software rendered engine.
This shader can be applied in theory to any game.

Need help on improving quality and performance

Last edited by RaVeN-05 on 2023-03-12, 11:40. Edited 1 time in total.

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 3 of 6, by Babasha

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RaVeN-05 wrote on 2022-05-23, 18:43:

dgvoodoo+reshade do all the work you needed =)

They are not compatible with real old hardware.
Dungeon Keeper II use internal bilinear software filter and it works on 300-400MHz Pentium-2 😉

Need help? Begin with photo and model of your hardware 😉

Reply 5 of 6, by Sport

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Greetings… I play “Heretic II” a lot and just heard about using “reshade” on older games… Without the Heretic II code, it's been almost impossible to improve it. Then came along the" Enhancement Pack v1.07". I just lust heard about reshade and got it setup to work for me in the game, so I can adjust the settings using “OpenGL ”, for version, but the game is actually as you know DirectX 6. I really could use some help getting this fixed up and running well, so other “Heretic Elves.” Hopefully, help to improve the “reshade.ini” so that everyone in the game can use it if possible, or close to that if possible. Smile!!! I appreciate any help you can provide in keeping this game alive. We just had our 24th Anniversary. This the “reshade/reshade.ini” I found at “Nexus Mods” that I am trying to tweak. It works, but in some areas as I play the single-player mode, I notice some dark color bleeding in spots.

This is what I got so far:

Check out a (reshade) Mod that I have been playing around with for "Heretic II" that I came across on "Nexus Mods and Community" website.

"StixsworldHD's HD-4K Experience for Heretic II"

https://www.nexusmods.com/heretic2/mods/1

Click on the photos above to see the difference the game looks with "reshade on" and with "reshade off". Using reshade.

Last edited by Sport on 2022-11-15, 03:31. Edited 1 time in total.

Reply 6 of 6, by Sport

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I will try “Raven-05” fakebilinear2 for reshade and see how that looks. I am having a really hard time fine-tuning this Mod as well as, "Heretic II Enhancement Pack v1.07" and could use the help.

--OMG!!! I forgot to mention what is the possibility to, and it’s all QUOTE, I hope you do not mind.

Possibly a Heretic III:

Easily Remaster Classic Games with NVIDIA RTX Remix:

https://www.youtube.com/watch?v=Vg52-HZhrFc

I have no idea why this isn't getting more publicity, this is absolutely insane.

Rather than modding the assets and executables of games directly, this literally does it all in a game agnostic runtime manner.

It basically patches executables to x64 and Vulkan on the fly, then it takes all lights, textures, and geometry of a scene and replaces them at runtime.

Then it does a full modern rendering pipeline, with RT, DLSS 3, the works.

The fact that this is all done without direct modification to the game's original assets or executable is insane, it does this entirely within the D3D9 Runtime.

It's not usable for content mods, but it makes graphics mods practically trivial. Absolutely insane.

EDIT: Lots of people seem to think this is restricted to the 40xx series, it's not.

NVIDIA RTX Remix requires a GeForce RTX GPU to create RTX Mods, while mods built using Remix should be compatible with any hardware that can run Vulkan ray-traced games.

===================

As long as players have the RTX Mod with remastered assets, they will see the maps with updated visuals. The server is uninvolved in the rendering process and is not relevant to whether users will see updated visuals–it’s all about the RTX Mod users have locally stored on their PC. Because the RTX Remix runtime is only influencing the visuals, players should in theory be able to play against each other even if some players are seeing the vanilla game while others are using RTX Mods.

To correct a misconception, you may not have to remaster every custom map. In old games, many custom maps reuse the same textures and assets. RTX Remix should replace all of those textures and assets if the mod has replacements available, even if the level geometry is being seen for the first time.

As for dynamically downloading RTX Mods in game for players who do not have those assets already–that type of functionality would have to be modded into the original game by the modder so that remastered assets are downloaded and put into the RTX Remix Runtime's asset folder. RTX Remix wouldn’t be involved in architecting such a system.

Another thing to note–Anti-cheat software may prevent RTX Remix from working in certain competitive multiplayer titles.

If you go from an RTX map to a non-RTX map, would the renderer handle it properly?

The renderer would fall back to showing classic assets, wherever it has no replacement assets to point to.

==============

Performance: If adding more graphical features, effects, textures, triangles(from meshes) to the game, wouldn't it tax on the FPS more ? Or would the new optimizations such as DLSS 3 and reflex counter balance it?

One of the benefits of turning RTX On in older games is that there’s a lot of GPU performance headroom to take advantage of to modernize graphics. Particularly with performance boosting technology like NVIDIA DLSS available from RTX Remix, you can achieve both beautiful graphics and a smooth (60+ FPS) experience. However, the extent of visual bells and whistles and quality of assets a modder chooses to include is up to their discretion.

If we can edit meshes in the remix, then we should be able to also manually edit textures through outside software too, such as photoshop and others ?

Absolutely. We recognize the best mods incorporate high quality custom assets, and that’s why we built RTX Remix on Omniverse–so that any major Digital Content Creation tool (including Adobe Photoshop, Blender, or Adobe Substance) could be used to edit the assets.

We demonstrate using outside software in our RTX Remix Overview video:

https://youtu.be/Vg52-HZhrFc?t=231