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Let There Be Light(s) - Shader Update July 2026
This is one of the largest updates I have done in a while, and it touches a lot of different shaders. Core changes: ReLight has been augmented with an addon. What this means for you is that instead of 1-4 lights with growing performance cost, you can now use up to 64 lights at pretty much constant p
Jul 8, 2026 0 1
Depth of Field Bonanza - Shader Update March 2026
This update drops some of the most advanced stuff I have ever made. Lots of you have asked me to go more into detail on the tech behind the shaders, so I did just that. Hope you like it! iMMERSE Pro: Depth Of Field It has been completely rewritten from the ground up - sharper bokeh, smarter renderin
Mar 13, 2026 0 1
Quickstart Guide
Downloading Shaders All of the up-to-date versions of iMMERSE, iMMERSE Pro, and iMMERSE Ultimate are hosted over on our Discord server. This is to make sure that everyone is able to get the help that they need with whatever issues that they come across with. In order to get access to our Discord and
Oct 24, 2025 0 7
Follow our socials!
Hey folks! We've been posting regularly on Instagram and TikTok for a while, and of course there's YouTube, but we're also using X and Bluesky now too. They're a great place to keep up to date with what we're working on, new releases, and examples of the shaders in action. And we'd love to see the s
Oct 12, 2025 0 1
I'm still alive! New update and explanations (justifications?)
Hey everyone, it’s been a long time since I’ve posted here, so I want to start with a quick explanation. Posting updates here always led to a wave of people skipping the Discord (where the files and support are) and messaging me directly instead. Patreon’s chat system was awful for handling that kin
Sep 28, 2025 0 1
It's finally happening - big rework
Hello folks! Am I aware that the last post is 2 years ago? Yes. I've been steadily chugging out updates on everything on the Discord but that went largely unnoticed by the rest of the Internet, and I have totally been ignoring DMs on here due to the unfeasibility of answering them all and giving per
Jun 27, 2023 0
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RTGI 0.17.0.2 Release!
Thanks to all the testers on Discord, here's the hotfixed version of the RTGI shader for this month! What's new? Re-added the HALFRES_INPUT toggle form the discontinued 0.13 and 0.14 system, and greatly improved it. Gives you about 20% more fps depending on the scene at virtually no quality loss. Th
Oct 30, 2020 0 1
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RTGI 0.16.0.1 Release
Hey all, here's a small hotfix for 0.16: fixes compile errors that only showed up on some ReShade versions and some visual artifact that produced weird pixel coloring or black splotches. Have fun!
Sep 28, 2020 0 1
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RTGI 0.16 Release!
As mentioned before, shader updates will be posted here as well, not only on the Discord server. Now I didn't keep up this promise for 0.14 and the intermediate 0.15 release earlier this month and also don't have a video ready (took some time off), but this version will make up for it. The story so
Sep 28, 2020 0 1
Clarity ALPHA 0.1 release
Jun 28, 2020 0
Dev blog and releases 06/2020
Exciting news! As of this month, there'll be a video covering important news regarding my projects. Thanks to TreyM for recording and editing the video. The new files and more detailed changelogs can be found in their respective release posts and of course - on my Discord. Make sure you have the cor
Jun 28, 2020 0 1
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RTGI Beta 0.13 release
It's that time of the month again! This update focuses almost entirely on performance - and does a pretty good job at that, depending on the settings you can expect a performance increase of about 100% - yes, it runs twice as fast as before. No clickbait. It achieves this by rendering internally in
Jun 28, 2020 0 1
Site news
Hey all! As most of you are probably aware, almost all action is going on in the Discord server right now. As this is not very open for new people and also maybe a bit inaccessible, I'm currently taking steps towards moving guides and such to a publicly available site and posting news here regularly
Jun 12, 2020 0 1
Patreon / Discord integration guide (required for RTGI access) V2
As the last video was a bit messy, I remade the guide with a fresh Patreon and Discord account on my own page and covered every possible pitfall I saw so far. Verify everything I mention in this video and everything should work. If not, hit me up in DM. I cannot just post the invite link for the Dis
May 10, 2020 0 1
Exciting RTGI news!
One of the recurring topics of christmas Q&A talk has been the usage of MXAO on top of the RTGI shader. I wasn't really aware small scale details are that much of an issue before. So to unwind between christmas and NYE, I spent some time drafting some solutions for this problem and this planning cam
Jan 3, 2020 0 1
Discord issues
Hello everyone, I still receive many reports that you couldn't find the Discord server even after I posted a guide how to join it. Until now, every person with these inquiries had already been on the server but was apparently unaware of that. Please log into your Discord and check if you can see the
Dec 18, 2019 0
Depth enhanced local contrast sharpen out of beta!
Exciting news! The sharpen shader I have been working on for a while now left the Patreon early access phase and is now publicly available for everyone. Visit www.github.com/martymcmodding/qUINT to fetch the shader along with some needed updates to the other qUINT shaders. DELCS (I need to find a be
Nov 22, 2019 0 1
How to access the Discord server
So I've been getting a lot of messages lately how to access the Discord server and that it's not working etc. To verify, I went through the process myself with another creator (semi-censored but psst, my creator list is open ;) ) and took some screenshots to ilustrate it. 1) you select a Tier (to ac
Nov 18, 2019 0 2
ReShade Ray Tracing goes RDR2
I suppose it's nothing new that ReShade works on almost every game, but continued efforts on the developer's side made it available on Vulkan and DirectX 12, the two modes of RDR2. I've tested the 4.4.1 version from the official website and hooray, it works! What also works now, is the Ray Tracing s
Nov 5, 2019 0 1
ReShade RT Global Illumination Update 0.8 is out!
As the title says, the new update is out and the wait has been definitely worth it! Performance improvements, vastly reduced ghosting, automated skycolor detection, better sampling, a metric ton of bugfixes (can't really pat myself on the back for fixing stuff I did wrong in the first place...) are
Oct 27, 2019 0
ReShade RT Global Illumination goes beta!
Thanks to all the breathtaking alpha supporters who thoroughly tested each feature and gave so many helpful suggestions and feedback, the RT shader now matured enough that I'm now able to move it to beta! This means that you only need the beta tier in order to access it. To get it, it's the usual dr
Aug 30, 2019 0 1
500 Patrons
This text form asks me "What are you thinking about?". Good question. I'm lost for words. I'm speechless. 500 patrons - 3 months ago it was 5. 10000% increase? I love you 10000? That sounds good! I LOVE YOU 10000! In all seriousness, this amount of support is just unbelievable. I would love to write
Jun 12, 2019 0
ReShade GI showcase
A very well made showcase by Patreon supporter mrstevens, go check it out! Really shows perfectly what this shader is capable of, especially diffuse shadows like on the car in the thumbnail, color bleeding and an overall more tangible game world. Grand Theft Auto V Ray tracing Global Illumination De
May 18, 2019 0 1
Some info about the ReShade Global Illumination
I want to clarify a few questions from the community regarding the technical side of my shader: What I'm doing is ray tracing in screen space, tracing rays against the depth buffer (a data buffer that contains the information how far an object is away, as opposed to the color buffer which tells you
May 8, 2019 0
Path traced GIobal Illumination coming to ReShade!
As all patreons (patrons, patreons..?) already know from my Discord, I'm working hard on a ray traced Global Illumination method for ReShade. This means you can have GI as drop-in in every game you want, with a few clicks. Work on such a feature started over a year ago, I posted some screenshots on
Apr 23, 2019 0 1
Updates
Hello everyone! Previously, I announced something was coming - well, it came, on CES 2019. The filters Nvidia showed (Watercolor and others). It'll probably take a short while for them to be publicly available but do check for regular GeForce Experience updates! As the members of my Discord already
Jan 14, 2019 0
Recap and something's coming...
Just because I sometimes forget posting here, doesn't mean I'm inactive. With the advent of the ReShade 4.0 release, I've updated the entire qUINT library to support its features and make everything work nice and clean. Now there's a small side project where I'm not at liberty to tell anything about
Dec 21, 2018 0
Renovation
Hello everyone: as you surely noticed (ahem), this site has received a minor makeover with up-to-date information and new Tiers. I also created a Discord channel to keep in touch with me. So if you are a Patron already, join it and check out your cool rank! If not, come anyway, we have room for ever
Sep 27, 2018 0
FX
MXAO 3.4.3
Shiny new update! I've rewritten the entire sampling code - this means less samples with same look as before, so I reduced the sample counts for all quality settings with no visual loss, so you get performance for free. The next major feature is a culling prepass, that basically renders AO in much l
Jan 18, 2018 0 1
My absence
Apologies for not being active, for not posting anything... there's a simple reason why I have been so busy: Nvidia Freestyle, the just-released addition to GeForce Experience, is featuring my filters! The last month(s) I have been working with Nvidia on this, which has been a great experience - but
Jan 11, 2018 0
MXAO update :)
I did a complete overhaul of the blurring and that's the result. MXAO can be computed now at a size scale of 0.25, which means 1/16 of the pixels are computed only, this is an insane performance win! As pixel shaders run, you guessed it, per pixel, their performance hit is almost proportional to com
Nov 23, 2017 0 1
Raytraced AO (ReShade) IL working ;)
Finally a correct IL calculation that doesn't necessarily cause overexposure or colorizes everything. Perf is bad, but I'm working on it ;)
Nov 5, 2017 0 1
FX
MXAO 3.0
Removed some parameters that I found people either rarely change or misuse frequently, such as the blur sharpness option. The controls are now much easier to use, as the shader now employs simple quality options like low, medium, high. Various code changes should squeeze some more performance out of
Oct 4, 2017 0 1
FX
MXAO 2.3.1 beta
This is a nifty update, I reintroduced the smoothed normals option, which should perform better than before and should be a lot faster as well. The main feature of this update is Temporal Supersampling (TSS), which reuses AO data from older frames and artificially increases sample count at no cost.
Oct 3, 2017 0 1
MMGE 4 alpha - GTA V styled lensflares
Some experiments with GTA V style lensflares! I really like this effect so I think I'm gonna keep it after extending it with some regular polygonal-shaped diffractions. In the video, the banding of the sky is severe but ingame, it's not so bad - after I add a simple dither, there won't be any proble
Sep 8, 2017 0 1
FX
MXAO 2.2 beta
Newest beta of MXAO: Amongst various optimizations, it now takes Field of View properly into account so the AO shading is not view angle depending any more! At no additional fps cost! By default, it's set to old behaviour, so if you want to try out this new feature, go to line 295 and 296 and put a
Sep 4, 2017 0 1
MMGE 4 - car paint shader
Work in progress, but it's coming along nicely, will try to add some reflections in the next update.
Sep 4, 2017 0 1
MMGE 4 lighting system update
Aug 23, 2017 0 1

