Postprocessing effects are always hard left or hard right. If you want one color changed you change unwanted the other colors because all color are connected to each other. Much better results come from Re-texturing or to change the in-game shaders directly.
Reshade or colours and stuff very dependant on monitor settings also..
Eg, i use my reshade settings but then on my asus monitor there is a button.
if i press it, it switches between "standard mode, Game mode, Scenery mode, Movie Mode, night mode."
On Game mode my settings look great but on Standard or Scenery & other screens they too vibrant.
So for example if you take default 109 F4 skin it would be great to know what part of it in real life is neutral grey or as close to it as possible. Problem is when you take in game pixel that is neutral grey that is not good because the game seem to show wrong colours with strong blue tint.
So now I am curios what colours you get and most important maybe any1 can say with 100% 'sureness" what part of which aircraft is 128/128/128 RGB in summer map in game 12:00 hours Thanks to this we can try to get colours good.
I had problems with original reshade shaders to find that what I search for, so I started to write my own. Looking what is possible without to break the FPS too much. I noticed that Post-processing effects are not a good idea to use it for Overhauls because what can be done is very limited. I beated Reshade to death already trying everything always ends with that - one color will break unwanted.
The problem is also what colors the game use or how the color are mixed together. Could it be that yellow and blue colors in the game are a little greenisch, it looks like so. The whole in-game colors are skewed when compared it to IL-2 Team Fusion. I noticed it too, when I look at the screenshots in adope photoshop that the colors are not correct when I take a sample from the screenshot and compare it with the texture. Looks like the IL-2 shader use a filter over the original image turn this off will do something.
I didnt tested it but you say that for example when you take a soviet star which is painted on the skin texture with 205,0,0 RGB and then take a screen in game it would have different RGB values? That is just fucking great
I would suspect SSAO or postprocess filters they use for sharpening/blurring textures but I dont have time to test it. BTW for testing I think its best to use 109F2 skins since they were recently updated by BlackHound a community member andI I think he is experienced enough to use correct colors.
As mentioned before I only use LUT as it has minimal fps impact (which is important since I use 4XSGSSAA ) and by using LUT you can port the work done in Photoshop into the game. In Photoshop you can target colors and luminosty seperately and I am not sure if you can do this while using shaders. When back at home I will upload short video of my settings in work and can share my current lut if any1 interested to test it. Also maybe it is a good idea to try to ask the Devs what their engine does to the colours since they look so strange.
First thing is the lighting. For things being lit by the sun its additive; sun color + ambient color = direct illumination color. Things in shade are only lit by ambient. Given that the ambient color is blue, and the sun is slightly yellow, then I think you can guess what happens when you add the two. Fixing this problem makes everything pretty close to spot on.
Second issue is the ground illumination. Each map has a texture that is used for creating the bounce light you see under your planes wings when on the ground. This effect also pops up at low altitude. Since most maps have some green or yellow in them, this additional lighting tends to push things a bit more yellow/green then they already are thanks to the lighting. Of course you can make this texture pure black to eliminate the effect. However it has the downside of eliminating the ground reflections completely. And aircraft that have mirrors use this texture for the reflection. Making the texture way dimmer has the problem of screwing up the way the mirror reflections look. While the lighting is a pretty easy if a bit time consuming, I think this issue can only be fixed through 3dmigoto, ie modifying the shader responsible for the ground reflection.
The last issue is the way the game applies a fog effect. Some weather presets look fine while others push things in a greenish direction. This isn't as big of an issue as the other two but its a real pain to fix, especially for different times of day.
Hey LizLemon thanks for your contribution mate . I see you work a lot on mods so keeping fingers crossed for positive outcome. But please can you say whether the mod of yours will be not restricted when flying online? As for martys light room I didnt tried it coz I thought it was abandoned/never released. You can grab it from Github or ?
I couldn't get either MXAO nor QUINT's AO to work with many versions - what I got (also proven by the debug view) was that the depth buffer appeared "frozen" on a certain frame and didn't change with the point of view (pardon my ignorance).
The other issue is the game has two depth buffers. One for in cockpit and one for external view. When you are using reshade hit the DX11 tab and look at the list of possible buffers - you should see two that are half resolution (or lower depending on your graphcis settings). These are the two depth buffers and using the debug view in MXAO you'll be able to tell which is the cockpit and which is external.
This two depths buffers is actually kind of nice. It means MXAO can be tweaked for what looks best in cockpit and it wont mess up the external view. But then you might have to run a second MXAO pass for the external view. I'm not sure how much this kills performance yet. And honestly I'm more interested in using the fake GI features of MXAO than using it as a replacement for the in game SSAO.
Biggest problem with it, and this may not be solvable, is that the menus have the hangar and MXAO runs on the plane there. This means that the shadows/highlights mxao is drawing over the plane will also show up on the map in the mission selector.
Yes, I also encountered the two different buffers - during my tests I had SSAO off through the options menu but deactivating it through the cfg might do it. I'm sure I tested it with SSAO on as well, but I don't recall which route caused the "frozen" depth buffer output.
I havent tried with in-game MSAA yet. There are some issues with mxao that I need to figure out first. Stuff in the upper corners of the screen are getting lots of shading/illumination, like the frames of the canopy when the camera is at an angle. This can probably be fixed by figuring out the right settings for the depth buffer.
I'll need to spend some time really tweaking it to find what settings look the best. There are also some other screen space GIs for reshade which I should try out too. Having that bit of faked illumination really makes the cockpits look a lot better, especially stuff like the Pe-2 and 111.
BUT, I just experienced a weired thing. If my Anti Alliasing is not set to X4 in the game sttings, each time I hit the start mission (be it in single mission, carreer) or whatever, the mission will stop loading and the game crashes...
Hi, I can't to play in multiplayer with reshade, i tryed to join in servers but I've been banned all the times. It's normal? The game not accept to play with reshade in multi? Someone can explain to me? Thanks.
I have used Reshade in IL2 since i got it years ago always and only play online and never been banned because of it or had any issues like that.
There is no cheat scanning software so to speak other than is u using steam i guess.
But steam and reshade work with hundreds of games im sure.
I have installed an old version of reshade, the 1.1, because the new version don't run, my game crash when just i try to play a quick mission or other mission, instead with 1.1 version this not happen but i can't to play in multi because the servers banned me... Solutions?
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