Good Basic Shaders for Games with Big Open Worlds.

  • Nordo
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7 months 6 days ago #1 by Nordo Good Basic Shaders for Games with Big Open Worlds. was created by Nordo
Wanting to add some 3rd party ReShade Presets to the games I'm currently playing - The Witcher 3; Red Dead Redemption2; Assassin's Creed - Origins.
Just want to enhance the graphics and immersion.

However the list of Shader Repositories has left me confused.
Is there any benefit in selecting all of them?
Or can someone give me a short list of Shaders that should work well in the games I'm using?

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  • Derjyn
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3 weeks 5 days ago #2 by Derjyn Replied by Derjyn on topic Good Basic Shaders for Games with Big Open Worlds.
While it's been several months since this question was posted, I wanted to chime in since people will inevitably wander in from Google searches and such.

You really want to start from the ground up here, and learn about the basics. There is no "one size fits all", since there are considerations for your computer specs (performance and ability) and personal preference.

Basic stack? Usually you'll see some sharpening and antialiasing shaders. Then some color tweaking shaders - brightness, contrast, hue/saturation, tint, etc. Even at this stage, you need to pay attention to how tweaks affect a game's UI and other elements, but for the most part it's "safe" territory.

Then you jump into more complex stuff - ambient occlusion, illumination (global and local), fog, blooms, screen effects (such as overlays). This is all up to your personal preference and system power and compatibility. The same caveat in the simple/safe stage applies: you'll be paying attention to how the shaders interact with UI and such. Though things go farther with the more advanced stage, with tweaking and testing in full swing.

I personally keep things simple and subtle after decades of tinkering with game visuals (side adventure: anyone remember the old texture swapper utility for Tomb Raider from a billion years ago?!). I layer things like so:

* Prerequisites (some shaders need utility shaders and data to properly function)
* Initial color zeroing (colorspace stuff, baseline color setup for brightness/contrast/saturation, etc)
* Optional: advanced stuff (AO, fog, lighting)
* Enhancement (sharpens, denoisers, correctors, etc)
* Final bits (noise, LUTs, overlays, etc)

I find it easiest when building a stack, to have an organized local shader repository. I sort directories by categories, and do my best to have logical naming for faster iteration when in game and mucking about in the ReShade UI.

So that's my 2 cents, I had to rush a bit as I my llamas got out right after I started writing the response (I kid, I only have llamas in my strange dreams). The big takeaway is: download a bunch of shaders, get a little organized, and test test test, tweak tweak tweak. Keep it simple to start, and remember to save your presets. You'll eventually want to go crazy like a kid painting the walls with Crayola crayons, so having a clean baseline preset to fall back to when you've made your visuals a pile of garbage is important.

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