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August 5, 2022

Creative Update

Hey, all! So, here's what's been going on in my world creatively!


I've been working on a rewrite of SEUS PTGI, and have been experimenting with some new approaches to ray tracing. SEUS PTGI has been in need of a rewrite for a few years, and I'm redesigning it from the ground up. Some of the new ray tracing capabilities are really exciting, but I'm not sure yet how it will perform. It's too early to tell where these experiments will lead for sure, but I'll keep you updated! 


I've also been working on ReShade shaders! Being a huge Dark Souls fan, I was working particularly with Dark Souls III, and now Elden Ring, but of course, my shaders will work with any game that has proper depth buffer access. Here's an overview of what I've been doing there:

-Un-tonemap the image to attempt to put it back into linear HDR space.

-Analyze the current and previous color frames and generate motion vectors. This is a particularly difficult task in real-time, and the motion vectors are barely good enough for subtle motion blur, but they are quite decent for temporal accumulation

-Apply screen-space lighting/shadowing. I've been working on a shader here that attempts to fix a lighting issue that the Souls games have had in particular, lots of directional ambient lighting with no shadows. These games have just relied on SSAO to try to apply ambient shadowing, but this doesn't do a great job. My screen-space lighting works on one main assumption: that the final scene color can, with some heuristics, represent the raw diffuse lighting in the game. So, a red, blue, or black surface is assumed to be that color because of the lighting, not because of the material. This assumption allows me to apply shadowing in a way that I haven't really seen in a screen-space effect before. If this were applied to a lighting-only buffer, I think this could be quite stunning! Here in ReShade, we only have access to the final image that includes material colors. Because of this, the effect causes unintended material color bleeding, but most of the time I think the result is quite nice. It at least removes pretty much all of the totally shadowless/contactless look of Dark Souls III and Elden Ring. I also apply ambient occlusion and indirect lighting. I utilize the motion vectors generated above to do temporal denoising.

-Apply a TAA pass. The noise generated from the pass before needs to be cleaned up further. We've put in all the work to generate motion vectors, we might as well gain additional image stability for little extra cost. The goal is a cinematic look with as little shimmering aliasing as possible. The effect described above would be quite badly aliased and shimmer without this pass.

-Apply custom tonemapping. Right now I'm using a slightly modified ACES tonemapping operator. There is an opportunity to apply bloom/lens effects before this pass, but I haven't experimented with this yet.

The motion vector generation and screen-space shadowing effects are, to be frank, very expensive. Generating motion vectors with nothing but the final rendered image is very difficult, and the screen-space lighting is relying on tracing quite a few samples at the moment. More sophisticated denoising will help in the future bring down the sample counts for better performance. 

Still, I still think these shaders would be worth sharing, even in their highly experimental and unoptimized state. I've been forced to play Elden Ring locked to 30 fps to avoid stuttering anyway, that headroom has allowed me to enjoy playing the game with them at 4k. You're gonna need a really beefy GPU and may need to limit your framerate to 30 fps depending on what resolution you play at. 

Here are some comparison screenshots, first showing without the shaders, then with. Note: I had SSAO disabled in-game because it interferes with my shader.



I've also worked on a few other ReShade shaders: a VHS filter, a painterly shader, and a bloom/lens flare shader. I need to update these to the latest version of ReShade, but I'd also like to eventually share those as well!


Finally, I've started developing my own game! I've been working with my best friend, we've both been dreaming of making our own game since we met in middle school. We've been balancing our time between working on our game and working on SEUS.

We are taking our time with experimenting, prototyping, and developing our game concept, so we don't have a whole lot to show yet. As soon as we have something that we feel is worth sharing, we will do so!

Comments (14)

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Fantasy Tabletop Crafting · September 25, 2022

performance sucks on 2 and 3 hrr, specifically joined gold becouse of Patrix,followed all settings guides. even with some options turned down the best i can pull is 9 fps. is it my system?: Win10,Ryzen 5 3.6 Ghz processor, 32GB Ram (17 allocated), GTX 1660 super GPU.

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Drew9140 · September 26, 2022

Are you using a high resolution of Patrix’s pack? With your GPU I wouldn’t recommend anything above 64x (I would actually just recommend using 32x for blocks). Also, what game resolution are you at?

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neko ayashima · August 31, 2022

I was wondering if you could help me with the setup of your shader? I am using optifine hd u h6 on 1.18.2 everything is black, was wondering if maybe it could be only 1.18.1? Or wrong optifine?

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ModernAdventurer · September 5, 2022

Check if your GPU Drivers are updated to the latest version

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Mangudai · August 7, 2022

Hey, this sounds like a great project. Make sure to check out the Addon Capability of Reshade 5. If you have a special game like Dark Souls in mind you can write an Addon to support your shader with additional game information. Also there exist several motion vector implementations, so make sure to follow the #shader-releases in the ReShade discord. Best regards!

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Bo Pedersen · August 7, 2022

I absolutely LOVE how your efforts thus far both brighten the images and appears to deepen the contrasting values as well; (sorry, I'm not up on the correct nomenclature here ~ I'm kind of a pleb in this department! 😅) And, in response to your previous post, having delt with addiction, serious addiction, in my past, I can tell you, the oath to recovery lies in focusing on something you love/love doing. Clearly you have a gift here. And I firmly believe this, or at least something along this line will lead to your salvation! It's a daily battle, I know, but one that easily conquered with drive, ambition, and a few Patreons cheating you on! I cannot wait to see what your future holds!

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Yegroid · August 6, 2022

Cool to hear. I pray for good performance with PTGI tho lol.

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Banananan Man · August 5, 2022

Your ability to work around limitations will never cease to amaze me.

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Rowan Steyn 3D · August 5, 2022

Any rough estimate for a first release of the shader, like within the year or later? obviously no rush at all i still love using v3 as my main shader, also any plan to add LabPBR support?

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thugginator · August 5, 2022

Im sure its a bit early to know but would the ReShade you're working on also support DSR? It looks awesome. Can't wait for a release.

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Sonic Ether · August 5, 2022

I haven't tried DSR with ReShade, but as long as ReShade works with DSR, then I think these shaders should be no exception.

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Rocco Leader · August 5, 2022

Ayyy! im exited for the news! quick question, will accurate refraction ever be put into seus shaders?

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Sonic Ether · August 5, 2022

It may be possible in the future with this rewrite, but it really depends on the performance cost of the new ray tracing tech. I will prioritize ray traced lighting and reflections, but if there's headroom for it, I'll give it a go!

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HARDTOPnet · August 5, 2022

Glad to see you're still working on interesting stuff and still got that fire going on mate! Keep up the good work, we always enjoy getting updates from you!