Different video for me, since I'm of course known for souls modding! But, creating little screenspace RTGI presets is calming for me and a nice vacation from souls modding occasionally lol. Also, hopefully this video will answer the critics of the last video who said it wasn't real RT. Wrong. It's screenspace, yes, but rays are being traced. Check out the link here for more info on the shader: www.martysmods.com/rtgi/ Also, another thing a couple people brought up in the last video, I've never done a sponsored video. If I do one, I'm required to say it. I make videos about things I think are fucking cool. and if you want to somehow twist that into "oh he must be paid for this!!!" then go for it. I will continue to make things I'm passionate about
For people still unsure of why this differs from "real" ray tracing, have a look at this short video: ruclips.net/video/ZOPgXRZSvzQ/видео.html . Screen Space Ray-Traced Global Illumination (SSRTGI, which these awesome mods use) can only use the information displayed on the screen, paired with the depth buffer for distance and normal buffer for direction. This allows the shader to perform a basic ray-tracing that is unaware of the lights and geometry that is outside the screen and behind other stuff, making it not a "full" ray-tracing. Still creates a lovely effect when used for older games! Whether you call it ray-tracing or not is going to depend from person to person, Ray-Tracing has become such a buzzword that I've personally become super pedantic in it's use :) Cool spotlight, it really breathes new life into these games!
But that's the thing, ray tracing has become such a buzzword meaning all kinds of different things that you can't be pedantic about its use. You have to specify. You could say that a game has ray tracing, but is it referring to shadows, reflections, or global illumination? Is it using "real" ray tracing or the much better path tracing? And how can that be "real" ray tracing when it doesn't hold a candle to path tracing? It's because it's not, it's just a specific implementation of a certain type of ray tracing of which there are all different kinds. This is a screen space implementation, which is important to specify as it has certain limitations, but it doesn't mean that it isn't tracing rays. It won't get you the full effect of newer titles, but it does wonders for old games, and in some instances actually looks better as it doesn't leave an amorphous noisy mess like some new titles do. People getting upset about it is just weird, they need to find some real problems or something.
@@Aleaf_Inwind For sure! I'm just a sucker for super specific acronyms, makes the googling easier later on by calling everything by what it is exactly, instead of nebulous terms like 'ray-tracing' or 'AI'. It's all neat tech that deserves a proper term, buzzwords almost seem to do the techniques applied a disservice, as they discard the nuance of the technology. But of course a balance needs to be struck between correct terminology and being actually readable, and people on the internet are always gonna complain ¯\_(ツ)_/¯.
When games nowadays ship with ray traced features they are casting rays against 3D scene geometry. That is how you get accurate shadows. Using the z-buffer and normal maps give you a 2D approximation from the camera's viewpoint. The technical term for using the depth buffer and rays is called ray marching. A simple google search will give you many different sources explaining it all
@@lost_lambkin Not sure if this is exactly correct. From my understanding, ray marching is just casting rays where the intersection of the rays with surfaces is calculated iteratively, oftentimes using a signed distance function. Ray marching is definetely not limited to scenes where the only information is the z-buffer and normal maps. It seems possible to implement this SSRTGI with ray marching, but not necessary.
SSRTGI not RTGI If this is RTGI what does Metro exodus enhanced edition use? (maybe even indiana jones ,the base ray tracing not the pathtracing/full raytracing mode) I respect what you are doing with bloodborne and im not even intrerested in play et, i watch the vids cause im interested in graphics in general,cause im doing a certain RTX remix project. So i dont mean no disrespect or to cause an argument,i see there are already too many willin' to argue for these (basically ) irrelevant things (in the grand picture of life).
I wish reshade found a way to work outside of screenspace because yeah that's why stuff like loading screens and inventory screens usually cause issues breaking immersion. So reshade for me is just to get true HDR out of games (which is already impressive), add antialiasing, and not much else, can't really justify paying for a shader for it. Very cool though!
Correct me if I'm wrong, but I believe the reason why people are arguing that this isn't ray tracing is because all of these effects still happen within "screen space", meaning that anything outside the viewport, what you see on screen, will not affect the overall image. Case in point. You're looking at a wet street in front of you and there are reflections on the street from the lights and objects around you. The only reflections that you will see are those of what are within your view on the screen. Anything outside the view that you can't see will simply not appear in these reflections. You can test this by focusing on these reflections and panning the camera around and you should see the reflections change and different things pop in as they become visible on screen. True ray tracing is not bound by screen space. It will account for everything in the environment even outside of what you can see, which will create a more realistic end result. EDIT: One more example just in case. Spiderman on PS5. Ray tracing is great in this game because it provides an awesome reflection simulation. This is because almost every building in the game has windows that reflect the surroundings. When you're climbing on the side of a building and you see the reflection in the windows of everything behind you, then you turn around and see exactly what that reflection was, that's real ray tracing. This is impossible with hacked in "screen space" ray tracing. The rays can't be cast or resolved anywhere outside of what you're currently seeing so it would be impossible to look into a mirror or window and see a reflection behind you.
This just seems like a semantic issue more than anything. It’s still performing ray calculations within the screen space, therefore it’s ray tracing. More precisely, screen space ray tracing. It just doesn’t have all the information of the scene, but the method used is still ray tracing.
I'll tell you why people complain: It is not RayTracing because it does not take into account the bouncing of all the objects present in the game, that is to say those that are not present in the screen space. Another reason is the materials, it does not behave in a coherent way the illumination of the ReShade with the properties of the material on which it is applied. It only takes into account the color of the material texture.
@ so it actually is. It’s right in the name raytracing. If rays are being traced, then by definition, it is raytracing. Not sure why this is so hard to understand. Hmm.
@@fromsoftserve Yes, you're not wrong here but it's a bit of a clickbaity title. People are going to click thinking about "hey, is he doing anything with RTX Remix?" or expecting something big, not a reshade shader for screen space RT. I think that putting on the title or the thumbnail "SSRTGI" would be better.
Just played these games for the first time with the Legendary Edition earlier this year. I wish I played them sooner, but glad I did anyways. The only thing I'd recommend you'd do is to take your time to listen to the codex and get to know all the side characters. Cause honestly, unless Bioware can somehow pull with the next ME, then the series might be finished. So take it all in while you can. One of the more interesting game worlds I've experienced in a while.
If it's done in screen space it's not ray tracing. Sorry,but that's how it is. The whole point of ray tracing is taking into account light sources emitting materials etc. from everywhere including outside of screen space. That makes it actually somewhat realistic. Also we are confused about the definition of ray tracing. It changed since 2018. Nowadays ray tracing means whatever the F the marketing team wants. But basically it's one or several effects that involves building an acceleration structure ( BVH) ,sending primary rays and tracing their bounces wherever they lead( even outside of screen space). Effects like Global Illumination, Reflections, Ambient Occlusion, Shadows, Translucent Reflections, Caustics etc. A situation where all these or most of these are combined in single procedure we call path tracing which doesn't use any rasterization. Everything you see in the image with path tracing is there because a ray bounced around and gathered necessary information and also denoising was applied because tracing many rays in real time is way too expensive,so fewer are actually traced.
i finished the game once now with my new rtx gpu ill do it again but this time it will look even better! Im curios only if this mod will work with other mods or modpacks? Because i wanna mod my gave heavy and i hope this rtgi preset wont make some mods incompatible directly.
hey, man i actually have done extensive testing with martys rtgi immersion ultimate shader. i could never get it to look as good as this, though i was close, my depth buffer tended to have problems. I no longer have access to the shader, so i am extemely excited to see what you can do with it.
Ray-tracing being screen space just defeats the purpose, wether it is or isn't doesn't matter Also ALOT I believe has an optional that rebakes the shadows at a higher resolution, worth trying if you haven't already Merry Christmas
*RTX4070 here...* Just FYI, I didn't even attempt this as there's money involved for the shaders however I thought people might to know that on an RTX4060Ti he said he can maintain 60FPS at 1440p with this RT mod... personally, I have all three games in the Legendary version locked to 120FPS at 4K (plus some of the Community fixes including the mandatory butt shots). RT modding? Cool. Oh, and I tried the ALOT textures but it really caused me some grief with FPS drops especially on the Citadel in the 3rd game I believe (where Joker is waiting for Edi). I still get some FPS drops/stutter but the rest of the game is mostly 120FPS. And a 4K monitor really helps get rid of a lot (not all) of the aliasing. 60Hz VSYNC'd with my RTX4070 was a real problem in the 2nd or 3rd games as my FPS would plummet. I'd alt-tab back or go to a different area and all was fine for a while. I never fixed that, but when I bought the 4K monitor and used GSYNC (VSYnc on globally in NVidia CP) the problem went away. Then I capped all three games to 120FPS. (*oh, and turn off HDR in the game graphics settings if you have an HDR monitor. And Google how to disable DOF for the 2nd game which seemed to fix much of my "too dark" issues.)
Forgot about mass effect in my other comment about rtgi. It’s incredible-but I have all the crazy textures so running radiantGI with RT is too taxing on my 4070.
Just recently I tried again to get into the trilogy. Finished the first game, heard the second was better and gave it a shot but I just stopped after a while. The gameplay was too repetitive and the story wasnt gripping me being maybe 30% into the 2nd game. Sad when you want to like games but its just not happening
Reshade injected RGTI unfortunately only looks good in screenshots as it’s a screen space effect so the lighting will warp and fade as you pan the camera
I adore your mods and am playing through bloodborne for the first time thanks to your tips. Just gotta say, screen space raytracing is extremely inferior to fully implemented raytracing. The difference is so vast that I hate seeing them even put in the same category. I agree with your notion on the "no true Scotsman" fallacy many people have with reshade raytracing. But to pretend it's ANYTHING like raytracing implemented on the engine level is crazy to me.
Honestly no big difference, and it being screen space is a big problem. Screen space RT always looks bad, it only looks good stationary. The scene can change drastically with the camera angle cause you can obviously pick up more lighting info. Better to use simple ssao with shaders like ambient light etc.
fromsoftserve paid off by Big Color to agitate for more color in video games! Also, I have never in my life seen a light or even know what light is, but in your video you keep repeating 'look at the lights' - clearly the behavior of a RUclipsr on the take! And now that I've outright publicly accused you of being a corrupt liar, I will be _incredibly shocked_ if you react in any way to me just innocently Asking Questions.
Cool stuff. Looking forward to giving it a shot when I have the time. Shame people are hounding you about it. Slightly related, but seeing all of this is dragging out something that has been bothering me for a long time. This pedantic, tistic, reddit-tier arguing and "erm-akshually" is why I never bothered dedicating myself to game dev. I was running a game dev major back in 2011, and I couldn't stand the mentality of some of my classmates in the later classes. Dropped it, switched majors. Way better off for it. I can't even put into words how much I miss the more free-form culture in the 90s and 2000s. People making stuff because it's cool instead of arguing about what is effectively game dev "meta." Turning game dev into something you can get an academic piece of paper for has been an absolute disaster. Some of my absolute favorite games are "poorly made" jank. Some cool guys had some cool ideas that might have not been perfect in execution, yet resulted in fun and unique experiences. Now so much of the industry is watered-down cookie cutter garbage. Where people with 4-year degrees think they're superior to the guy who spent 2 years in a closet working nonstop on something he was passionate about. The extreme irony is now we have game after game after game that is pure unoptimized slop that's trying to leverage DLSS/TAA/frame gen to make up for fundamentally not understanding (or in many cases NOT EVEN ATTEMPTING to understand) how the underlying tech works. I bet there's a pretty good overlap of the people sperging about this not being real RT and the devs that just load up UE5, drag and drop everything, then pray DLSS will get them from 15 frames to 45. Anyway, appreciate what you do From. Keep it up. I don't care if a project is perfect. I care that someone is having fun making it.
Please put SS/screen space in the title, would save me clicking then downvoting every time you bait me. We don't refer to SSR as ray traced reflections even if it's technically true, so we should refer to this as SSDGI. Wish the dev wouldn't refer to it as RTGI as well.
@@gradius12 Cool story, tard, from martymods official FAQ: "RTGI does not require an RTX card, as it performs software based ray/path tracing. RTX cards merely accelerates a type of ray tracing and the RTX API allows to leverage this hardware acceleration, but we do not require it. As such, RTGI functions on every video card. Depending on settings, higher tier hardware obviously yields superior results."
This is slop. You drag drop fx and texture files move some sliders etc. Compare this to ENB, community shaders actual purpose made shader suites. No one should use rtgi reshade outside screenarchercy due to horrid latency and or frame drop. This is coming from me someone who has used reshade extensively with 960, 1660ti, 3070ti, 4080super. Latency increase is unacceptable. You can only really use four light weight shaders (usually means none that use depth mapping usually). I 100% used to use reshade and rtgi constantly but its not worth it.
Different video for me, since I'm of course known for souls modding! But, creating little screenspace RTGI presets is calming for me and a nice vacation from souls modding occasionally lol. Also, hopefully this video will answer the critics of the last video who said it wasn't real RT. Wrong. It's screenspace, yes, but rays are being traced. Check out the link here for more info on the shader: www.martysmods.com/rtgi/
Also, another thing a couple people brought up in the last video, I've never done a sponsored video. If I do one, I'm required to say it. I make videos about things I think are fucking cool. and if you want to somehow twist that into "oh he must be paid for this!!!" then go for it. I will continue to make things I'm passionate about
what gpu would you recommend as lowest for this mod, AMD and Nvidia?
mass effect + fromsoftserve is not a collab i expected
Dark souls, Bloodborne, and now Mass effect?
I love you.
For people still unsure of why this differs from "real" ray tracing, have a look at this short video: ruclips.net/video/ZOPgXRZSvzQ/видео.html . Screen Space Ray-Traced Global Illumination (SSRTGI, which these awesome mods use) can only use the information displayed on the screen, paired with the depth buffer for distance and normal buffer for direction. This allows the shader to perform a basic ray-tracing that is unaware of the lights and geometry that is outside the screen and behind other stuff, making it not a "full" ray-tracing. Still creates a lovely effect when used for older games! Whether you call it ray-tracing or not is going to depend from person to person, Ray-Tracing has become such a buzzword that I've personally become super pedantic in it's use :)
Cool spotlight, it really breathes new life into these games!
But that's the thing, ray tracing has become such a buzzword meaning all kinds of different things that you can't be pedantic about its use. You have to specify. You could say that a game has ray tracing, but is it referring to shadows, reflections, or global illumination? Is it using "real" ray tracing or the much better path tracing? And how can that be "real" ray tracing when it doesn't hold a candle to path tracing? It's because it's not, it's just a specific implementation of a certain type of ray tracing of which there are all different kinds. This is a screen space implementation, which is important to specify as it has certain limitations, but it doesn't mean that it isn't tracing rays. It won't get you the full effect of newer titles, but it does wonders for old games, and in some instances actually looks better as it doesn't leave an amorphous noisy mess like some new titles do. People getting upset about it is just weird, they need to find some real problems or something.
@@Aleaf_Inwind For sure! I'm just a sucker for super specific acronyms, makes the googling easier later on by calling everything by what it is exactly, instead of nebulous terms like 'ray-tracing' or 'AI'. It's all neat tech that deserves a proper term, buzzwords almost seem to do the techniques applied a disservice, as they discard the nuance of the technology. But of course a balance needs to be struck between correct terminology and being actually readable, and people on the internet are always gonna complain ¯\_(ツ)_/¯.
@@Mater0706 I think I misunderstood what you meant about being pedantic, I completely agree with you.
When games nowadays ship with ray traced features they are casting rays against 3D scene geometry. That is how you get accurate shadows. Using the z-buffer and normal maps give you a 2D approximation from the camera's viewpoint. The technical term for using the depth buffer and rays is called ray marching. A simple google search will give you many different sources explaining it all
@@lost_lambkin Not sure if this is exactly correct. From my understanding, ray marching is just casting rays where the intersection of the rays with surfaces is calculated iteratively, oftentimes using a signed distance function. Ray marching is definetely not limited to scenes where the only information is the z-buffer and normal maps. It seems possible to implement this SSRTGI with ray marching, but not necessary.
Looking at the images, it looks more like it's recognizing ambient surfaces as emitters rather than bounce lights.
SSRTGI not RTGI
If this is RTGI what does Metro exodus enhanced edition use? (maybe even indiana jones ,the base ray tracing not the pathtracing/full raytracing mode)
I respect what you are doing with bloodborne and im not even intrerested in play et, i watch the vids cause im interested in graphics in general,cause im doing a certain RTX remix project. So i dont mean no disrespect or to cause an argument,i see there are already too many willin' to argue for these (basically ) irrelevant things (in the grand picture of life).
I wish reshade found a way to work outside of screenspace because yeah that's why stuff like loading screens and inventory screens usually cause issues breaking immersion. So reshade for me is just to get true HDR out of games (which is already impressive), add antialiasing, and not much else, can't really justify paying for a shader for it.
Very cool though!
Reshade can only work with post processing, so I doubt it will be achieved.
Mass Effect and Serve? Christmas is here with a FUCKING BANG
So I followed the link, nexusmods says that file doesn't exist.
Searching for RTX for Mass Effect shows no results.
I was thinking about replaying this series. Thank the gods and the creator
Correct me if I'm wrong, but I believe the reason why people are arguing that this isn't ray tracing is because all of these effects still happen within "screen space", meaning that anything outside the viewport, what you see on screen, will not affect the overall image.
Case in point. You're looking at a wet street in front of you and there are reflections on the street from the lights and objects around you. The only reflections that you will see are those of what are within your view on the screen. Anything outside the view that you can't see will simply not appear in these reflections. You can test this by focusing on these reflections and panning the camera around and you should see the reflections change and different things pop in as they become visible on screen.
True ray tracing is not bound by screen space. It will account for everything in the environment even outside of what you can see, which will create a more realistic end result.
EDIT: One more example just in case. Spiderman on PS5. Ray tracing is great in this game because it provides an awesome reflection simulation. This is because almost every building in the game has windows that reflect the surroundings. When you're climbing on the side of a building and you see the reflection in the windows of everything behind you, then you turn around and see exactly what that reflection was, that's real ray tracing. This is impossible with hacked in "screen space" ray tracing. The rays can't be cast or resolved anywhere outside of what you're currently seeing so it would be impossible to look into a mirror or window and see a reflection behind you.
This just seems like a semantic issue more than anything. It’s still performing ray calculations within the screen space, therefore it’s ray tracing. More precisely, screen space ray tracing. It just doesn’t have all the information of the scene, but the method used is still ray tracing.
@@DaRoachDoggJrr If we all had that mentality, we would never have full ray tracing support.
@@tatecheddar He's correct regardless and if it's working like that why push for the other version that only runs on 1 brand of GPU?..lol
@@bes12000 Just as short sighted as the other, I see.
Too bad the raytracing don't remove the EA launcher 😅
Hoisting your sails will! Iykyk
I'll tell you why people complain:
It is not RayTracing because it does not take into account the bouncing of all the objects present in the game, that is to say those that are not present in the screen space.
Another reason is the materials, it does not behave in a coherent way the illumination of the ReShade with the properties of the material on which it is applied. It only takes into account the color of the material texture.
So it is raytracing because rays are being traced, it’s just being applied in screenspace. It’s pretty simple. Thanks.
@@fromsoftserveSS is not RT.
@ so it actually is. It’s right in the name raytracing. If rays are being traced, then by definition, it is raytracing. Not sure why this is so hard to understand. Hmm.
You're (regarded) as a dense snobby fromdrone thats why.
@@fromsoftserve
Yes, you're not wrong here but it's a bit of a clickbaity title.
People are going to click thinking about "hey, is he doing anything with RTX Remix?" or expecting something big, not a reshade shader for screen space RT.
I think that putting on the title or the thumbnail "SSRTGI" would be better.
I downloaded it last night and I just realized you made it lmao Good job!
Can you share ini preset?
I'd love to see how you could improve the visuals in the Dishonoured series...RT in those games would be pretty special (RTGI even!)
The ME games are my next project from my backlog, great timing!
Just played these games for the first time with the Legendary Edition earlier this year. I wish I played them sooner, but glad I did anyways. The only thing I'd recommend you'd do is to take your time to listen to the codex and get to know all the side characters. Cause honestly, unless Bioware can somehow pull with the next ME, then the series might be finished. So take it all in while you can. One of the more interesting game worlds I've experienced in a while.
Who are you?
DUDE, I've just started playing through the trilogy again.
Amazing timing!
All the best and merry christmas
I still dream of the day when Raytracing will be just as easy to run as rasterised lighting. Remastering old games would be glorious then.
If it's done in screen space it's not ray tracing. Sorry,but that's how it is. The whole point of ray tracing is taking into account light sources emitting materials etc. from everywhere including outside of screen space. That makes it actually somewhat realistic. Also we are confused about the definition of ray tracing. It changed since 2018. Nowadays ray tracing means whatever the F the marketing team wants. But basically it's one or several effects that involves building an acceleration structure ( BVH) ,sending primary rays and tracing their bounces wherever they lead( even outside of screen space). Effects like Global Illumination, Reflections, Ambient Occlusion, Shadows, Translucent Reflections, Caustics etc. A situation where all these or most of these are combined in single procedure we call path tracing which doesn't use any rasterization. Everything you see in the image with path tracing is there because a ray bounced around and gathered necessary information and also denoising was applied because tracing many rays in real time is way too expensive,so fewer are actually traced.
It looks nicer than vanilla so who cares. If you don't like it then don't use it simple as that
Just in time for the trilogy playthrough I started last week. Nice!
the youtube bell not working 😢 hope you can fix it.
i finished the game once now with my new rtx gpu ill do it again but this time it will look even better! Im curios only if this mod will work with other mods or modpacks? Because i wanna mod my gave heavy and i hope this rtgi preset wont make some mods incompatible directly.
This also works for kotor 1 if anyone is interested. Also functions with the Starwind mod.
Liked it 1:16 1:49
Did not like it 1:30 1:35 raytracing does this in a lot of game where floor becomes glassy/shiny.
Liked it 1:41
And so on...
Yeah the original game 4k mod is better
I'm impressed about the quality of the shader, what is the speccific name of the shader ? Is it relight or rtgi ?
hey, man i actually have done extensive testing with martys rtgi immersion ultimate shader. i could never get it to look as good as this, though i was close, my depth buffer tended to have problems. I no longer have access to the shader, so i am extemely excited to see what you can do with it.
I honestly love Mass Effect more than I love the Soulsborne games (Bloodborne might be an exception), so I'm so glad to see you working on this!
With that preset on I get less of a headache looking at Mass effect
Don't get me wrong but - Why is the mod removed from the nexus mod site..?
I wanted to replay ME1 for the third time this year and this reshade seems like a given, really wonder how good it looks with MELLO installed.
Would mass effect work with nvidia remix?
If you ever create mods for other games I'd love to see another E3 mod for The Elder Scrolls I.V
Will you please update your DA:O rtx mod?
But have you seen Mario Kart 8 Deluxe with RT? Yes it's a game changer.
Does anyone know if you’re able to use this mod on steamdeck?
Ray-tracing being screen space just defeats the purpose, wether it is or isn't doesn't matter
Also ALOT I believe has an optional that rebakes the shadows at a higher resolution, worth trying if you haven't already
Merry Christmas
Could this be released for non legendary editions?
It's a reshade shader, I think you can just pay for the shader and use it on the games that reshade supports.
Reshade Ray tracing has been an awesome feature and used by badass modders to bring so many older games back to life. Haters gonna hate tho
Raytracing is barely noticable with diffuse textures & metallic-based texture shading but hey, it's surely one step above vanilla.
*RTX4070 here...*
Just FYI, I didn't even attempt this as there's money involved for the shaders however I thought people might to know that on an RTX4060Ti he said he can maintain 60FPS at 1440p with this RT mod... personally, I have all three games in the Legendary version locked to 120FPS at 4K (plus some of the Community fixes including the mandatory butt shots).
RT modding? Cool.
Oh, and I tried the ALOT textures but it really caused me some grief with FPS drops especially on the Citadel in the 3rd game I believe (where Joker is waiting for Edi). I still get some FPS drops/stutter but the rest of the game is mostly 120FPS. And a 4K monitor really helps get rid of a lot (not all) of the aliasing.
60Hz VSYNC'd with my RTX4070 was a real problem in the 2nd or 3rd games as my FPS would plummet. I'd alt-tab back or go to a different area and all was fine for a while. I never fixed that, but when I bought the 4K monitor and used GSYNC (VSYnc on globally in NVidia CP) the problem went away. Then I capped all three games to 120FPS.
(*oh, and turn off HDR in the game graphics settings if you have an HDR monitor. And Google how to disable DOF for the 2nd game which seemed to fix much of my "too dark" issues.)
Forgot about mass effect in my other comment about rtgi. It’s incredible-but I have all the crazy textures so running radiantGI with RT is too taxing on my 4070.
i just got mass effect legendary. Can you make a one click installable?
oh hell yeah, this is going to give me more headaches but it looks good
FUCKING FINALLY!! YES!!
My God, I've been waiting for ray tracing in the original Mass Effect for AGES!!!!!
This made me hard.
It's been out for at least 4 years now.
@@Aleaf_Inwind WHAT!? Shit...
Just recently I tried again to get into the trilogy. Finished the first game, heard the second was better and gave it a shot but I just stopped after a while. The gameplay was too repetitive and the story wasnt gripping me being maybe 30% into the 2nd game. Sad when you want to like games but its just not happening
The link to the mod doesn't work it's deleted from Nexus
"If a mod uploaded to the site requires a paid mod to function, it will not be permitted." - nexus policy
@@dest1658 Oh well there is still a different RT shader (not as good) that will work.
Oh god yes. Serve me up some of that neon space fantasy please. I need this.
Reshade injected RGTI unfortunately only looks good in screenshots as it’s a screen space effect so the lighting will warp and fade as you pan the camera
Does this affect UI at all?
mod removed from nexus. Could you give me a link to it?
I would watch you discuss graphics in any game, it doesn't have to be souls! Also ignore the haters!
I adore your mods and am playing through bloodborne for the first time thanks to your tips. Just gotta say, screen space raytracing is extremely inferior to fully implemented raytracing. The difference is so vast that I hate seeing them even put in the same category. I agree with your notion on the "no true Scotsman" fallacy many people have with reshade raytracing. But to pretend it's ANYTHING like raytracing implemented on the engine level is crazy to me.
Do Halo CE next, hell maybe even 2, 3 and 4 would work well lol. That also makes me curious about Infinite : o
the preset gone from nexus
Honestly no big difference, and it being screen space is a big problem. Screen space RT always looks bad, it only looks good stationary. The scene can change drastically with the camera angle cause you can obviously pick up more lighting info.
Better to use simple ssao with shaders like ambient light etc.
Is this RTGI shader free? Do I need to pay for it to use this preset?
Edit: Apparently yes.
Sad, because I can’t use foreign payment systems(
wheres dark souls
next stalker 2
Hi, can you download Rtgi 0.70 for free? Mutually, I can give you Complete RT 1.5 do you agree?
fromsoftserve paid off by Big Color to agitate for more color in video games! Also, I have never in my life seen a light or even know what light is, but in your video you keep repeating 'look at the lights' - clearly the behavior of a RUclipsr on the take!
And now that I've outright publicly accused you of being a corrupt liar, I will be _incredibly shocked_ if you react in any way to me just innocently Asking Questions.
Cool stuff. Looking forward to giving it a shot when I have the time. Shame people are hounding you about it.
Slightly related, but seeing all of this is dragging out something that has been bothering me for a long time. This pedantic, tistic, reddit-tier arguing and "erm-akshually" is why I never bothered dedicating myself to game dev. I was running a game dev major back in 2011, and I couldn't stand the mentality of some of my classmates in the later classes. Dropped it, switched majors. Way better off for it.
I can't even put into words how much I miss the more free-form culture in the 90s and 2000s. People making stuff because it's cool instead of arguing about what is effectively game dev "meta." Turning game dev into something you can get an academic piece of paper for has been an absolute disaster. Some of my absolute favorite games are "poorly made" jank. Some cool guys had some cool ideas that might have not been perfect in execution, yet resulted in fun and unique experiences.
Now so much of the industry is watered-down cookie cutter garbage. Where people with 4-year degrees think they're superior to the guy who spent 2 years in a closet working nonstop on something he was passionate about.
The extreme irony is now we have game after game after game that is pure unoptimized slop that's trying to leverage DLSS/TAA/frame gen to make up for fundamentally not understanding (or in many cases NOT EVEN ATTEMPTING to understand) how the underlying tech works. I bet there's a pretty good overlap of the people sperging about this not being real RT and the devs that just load up UE5, drag and drop everything, then pray DLSS will get them from 15 frames to 45.
Anyway, appreciate what you do From. Keep it up. I don't care if a project is perfect. I care that someone is having fun making it.
Hellll yeah
Oddly enough i was going to mod mass effect soon, so heck yea
This game desperately need a DLSS mod , it's FXAA implantation is horrible...
ALREADY DELETED?
Okay now i did well to subscribe. 😍🥵
Please put SS/screen space in the title, would save me clicking then downvoting every time you bait me.
We don't refer to SSR as ray traced reflections even if it's technically true, so we should refer to this as SSDGI.
Wish the dev wouldn't refer to it as RTGI as well.
Please stop calling screen space reshade effects ray tracing. It's effectively just clickbait.
deleted from nexus
yeppp it sure was! I didn't know they had a policy against paywalled shaders, but I totally get it
@@fromsoftserve Can you reload your INI preset, just this one file like everyone else does without paid shaders?
Barely noticeable
Raytracing is completly unecessary, but good video
This is no RTX it's a post-process screenspace shit.
he already explained it for you room temp IQ people. The marty rtx shader literally uses your GPU's RT cores.
@@gradius12 Cool story, tard, from martymods official FAQ: "RTGI does not require an RTX card, as it performs software based ray/path tracing. RTX cards merely accelerates a type of ray tracing and the RTX API allows to leverage this hardware acceleration, but we do not require it. As such, RTGI functions on every video card. Depending on settings, higher tier hardware obviously yields superior results."
Probably has some hard displacement and flickering issues like any other "reshade"
This is slop. You drag drop fx and texture files move some sliders etc. Compare this to ENB, community shaders actual purpose made shader suites. No one should use rtgi reshade outside screenarchercy due to horrid latency and or frame drop. This is coming from me someone who has used reshade extensively with 960, 1660ti, 3070ti, 4080super. Latency increase is unacceptable. You can only really use four light weight shaders (usually means none that use depth mapping usually). I 100% used to use reshade and rtgi constantly but its not worth it.
Then don't use it. Simple.
Aw, its not rtx remix just some reshade, lame.