SamuZai
mcflypg

mcflypg

patreon


mcflypg posts

Quickstart Guide

Downloading Shaders

All up to date versions of iMMERSE Pro and iMMERSE Ultimate downloads are hosted in the Discord server. This makes it easier to keep everything up to date and in one place.

How to get access:

1. Go to your Patreon Settings → Connected Apps.
2. Connect your Discord account to Patreon.
3. Patreon will automatically add you to the server and assi...

View Post

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 shots you make with our shaders if you post them on your socials, so be sure ...

View Post

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 kind of load, and I couldn’t add any team members either because their old plans ...

View Post

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 personal support.

Now, it is with great pleasure to announce that we're launching a webs...

View Post

Reshade_GI_Beta_0.21.0.1

View Post

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.

The new intersection mode in 0.16 was very well received but many users reported that it di...

View Post

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!

View Post

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 far:

0.13 and 0.14 are based off a flawed method to increase rendering speed, sadly this d...

View Post

Clarity ALPHA 0.1 release

Fixed post.
As some of you might know, Adobe Lightroom recently got a new "texture" slider, which is basically an enhanced version of "clarity".  So I've decided to give that concept my own spin.

Clarity is usually implemented just as a large scale sharpening, suffering from all sharpening artifacts such as halos around objects - these typical "HDR" looks that some photographers...

View Post

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 correct Patreon tier to access them.

The ReShade wiki mentioned in the video can be f...

View Post

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 a lower resolution. While that on its own is nothing special at all, it does so in...

View Post

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 - I forget about it every time a new update drops but that's no excuse, you deserve it. Prog...

View Post

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 Discord server as the system has to know which patreon account belongs to which discord accou...

View Post

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 came to fruition:

I came up with two improvements to the ray intersector. With the previo...

View Post

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 server before you report it isn't working.


Happy modding!

View Post

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 better name...) is specifically taylored to enhance texture detail but prevent...

View Post

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 access the RT shader beta, it's the beta tier here)
2) you add your payment info and conf...

View Post

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 shader as can be seen above. Rockstar Games might have decided against Ray Tracing in their game, ...

View Post

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 just a few entries on a vast list of changes.

The files and the complete changelog can be ...

View Post

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 drill: beta (Breakfast) patron tier, collect Discord rewards, join my server, access the f...

View Post

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 some huge...

View Post

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.

View Post

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 what color the object has and what you usually see in any game). When compared to DXR, it h...

View Post

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 the ReShade forums but eventually discarded it, due to other projects having more priorit...

View Post

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 know, I've been working hard on improving MXAO, expect a release soon.

View Post

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 it, at least until after about 15th January. Saying this is easy, I know, but it'll be great, tr...

View Post

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 everyone.

View Post

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 lower resolution and skips main AO computation where the prepass didn't generate any oc...

View Post

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 also consumed all my freetime. So, expect updates on all projects very soon :)

View Post

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 computed pixels. A size scale of 0.25 means that the AO will only take 6.25% of the performance hit of ...

View Post