Exposure Fusion is exactly what I've been trying to recreate in my FFXIV for the last five years. I thought I was the only one that wanted brigher shadows, so I'm really excited for your shader. Thank you so much, and sorry for your loss, hope that 2025 will be a better year for everyone.
Always appreciate the updates. And the exposure will definitely be helpful as most other implementations don't seem to play together well with other shaders.
You’re a legend! Amazing work as usual! These are some really awesome additions and the improvements look soooo nice! Thank you for all that you do and happy holidays ❤
I did, but the new feature costs a bit, so it comes out even lmao. I am, however, working on a separate branch and trying to find some algorithmic changes because I maxed out on micro-optimization. Supporting both specular and diffuse GI sadly makes the cost of the filtering really high, on low settings it's 2/3 of the overall frame time.
@@martysmods As solid as the specular GI looks, in most games I find myself solely using diffuse GI since most materials are rough dielectrics rather than smooth and/or metallic, so it looks less jarring. I honestly reckon a more performant diffuse-only branch of the shader would be well-appreciated.
I asked Marty recently and he doesn't have any plans to support HDR, and most of his shaders won't work with HDR on their own. But you can use his shaders with HDR by using other shaders such as Lilium's Inverse Tone Mapping alongside the AutoHDR addon, Lilium's fork of DXVK, or Special K. I've been using RTGI with HDR for a while utilizing these methods.
Exposure Fusion is exactly what I've been trying to recreate in my FFXIV for the last five years. I thought I was the only one that wanted brigher shadows, so I'm really excited for your shader. Thank you so much, and sorry for your loss, hope that 2025 will be a better year for everyone.
That exposure shader looks exciting, can't wait for the release!
thanks for all your hard work! your shaders have made so many old games look as good as i remember them from my childhood
thanks for everything
Oh hey it’s my favorite Soulsborne modder
Ooo fancy new shaders
McFly ON 😁
Always appreciate the updates. And the exposure will definitely be helpful as most other implementations don't seem to play together well with other shaders.
Well done man, really interested in how you fixed the DLSS problem.
Cool! Can’t wait to try it out
You’re a legend! Amazing work as usual! These are some really awesome additions and the improvements look soooo nice! Thank you for all that you do and happy holidays ❤
awesome! thanks 💯
You are saving gaming thank you!
Best developer out there!! Thanks Pascal!! Looking forward to these new updates! And keeping supporting you!! 💪💪✨✨✨
Im hyped up. I'll finally buy it. Does it also have some optimizations to the RTGI or will the performance be the same?
I did, but the new feature costs a bit, so it comes out even lmao. I am, however, working on a separate branch and trying to find some algorithmic changes because I maxed out on micro-optimization. Supporting both specular and diffuse GI sadly makes the cost of the filtering really high, on low settings it's 2/3 of the overall frame time.
@@martysmods As solid as the specular GI looks, in most games I find myself solely using diffuse GI since most materials are rough dielectrics rather than smooth and/or metallic, so it looks less jarring. I honestly reckon a more performant diffuse-only branch of the shader would be well-appreciated.
Nice
Dose it support HDR now?
I asked Marty recently and he doesn't have any plans to support HDR, and most of his shaders won't work with HDR on their own. But you can use his shaders with HDR by using other shaders such as Lilium's Inverse Tone Mapping alongside the AutoHDR addon, Lilium's fork of DXVK, or Special K. I've been using RTGI with HDR for a while utilizing these methods.
Definitely excited to mess with the new exposure shader.
1st
2nd >:)