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ReShade

Started by RingsOfReznor, November 05, 2025, 01:56:09 AM

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RingsOfReznor

Anyone else tried applying ReShade to  :ff:  or  :ffvstr: ?

I spent way too much time on the FFvTTR tutorial and still don't like the results!

Base game / ReShade comparisons

If anyone has presets that look good please share!

UPDATE:
I had some success but also encountered some odd behaviour... the correct character/object shadows only appear at certain angles and distances. This may be a limitation of the shader itself, the weird way the sky sits in this scene or just the overly detailed ground providing too many things to bounce light off of. Heavy temporal accumulation was required to mitigate the noise of shading an already dark environment.

Regardless, you've all waited long enough. Here's my preset tested to perform at ~55-60fps on a RX580  :thumbup:

Shader preset
Comparison screenshots

Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx
TechniqueSorting=DisplayDepth@DisplayDepth.fx,SSDO_Plus@GloomAO.fx,MXAO@qUINT_mxao.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,PCGI_One@RadiantGI.fx,Blooming_HDR@BloomingHDR.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_02_Bloom@PD80_02_Bloom.fx,Clarity@Clarity.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,Flair@Flair.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx,SMAA@SMAA.fx

[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=0
bRemoveAmbient=1
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.500000
fAODarkProtect=0.150000
fAOLightProtect=0.500000
fAOMultiplier=0.900000
fAOPow=1.300003
fAoProtectGi=0.050000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.156000
fGIBounce=1.000000
fGIDarkAmplify=0.100000
fGIDarkMerging=0.600000
fGIDistanceAttenuation=0.350000
fGIFinalMerging=1.000000
fGIHueBiais=0.000000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.010000
fGIRenderScale=0.333000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.000000
fRreinhardStrength=1.000000
fSaturationBoost=0.100000
fSkyColor=0.400000
fSkyDepth=1.000000
fSourceAmbientIntensity=1.000000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.300000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.300000
fWeaponDepth=0.000000
iAODistance=320
iAOFrameAccu=16
iBlackLevel=20
iDebug=0
iDebugPass=0
iGIFrameAccu=25
iGIRayColorMode=0
iHudBorderProtectionRadius=1
iRoughnessRadius=1
iRTPrecision=3
iSmoothRadius=8
iSmoothSamples=8
iSSRCorrectionMode=0
iSSRFrameAccu=3
iWhiteLevel=190

[PD80_04_Color_Isolation.fx]
fxcolorMix=0.800000
hueMid=0.260000
hueRange=0.600000
satLimit=0.500000

[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=1
RMS_MASK_ENABLE=1
SHARPEN_MODE=1
SHARP_STRENGTH=0.700000

UPDATE 2:

After further tinkering I realised the shadows cast were largely due to the sky rather than local lights. I've created a new preset for anyone interested in developing this further. Per the previous shader, please include this in your preprocessor definitions: RESHADE_DEPTH_INPUT_IS_REVERSED=0

Screenshots

Techniques=prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,DH_UBER_RT@dh_uber_rt.fx
TechniqueSorting=Monocular_Cues@Depth_Cues.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,DH_UBER_RT@dh_uber_rt.fx,DisplayDepth@DisplayDepth.fx,SSDO_Plus@GloomAO.fx,MXAO@qUINT_mxao.fx,Blooming_HDR@BloomingHDR.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DELC_Sharpen@qUINT_sharp.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,PCGI_One@RadiantGI.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_02_Bloom@PD80_02_Bloom.fx,Clarity@Clarity.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,Flair@Flair.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx,SMAA@SMAA.fx

[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=1
bRemoveAmbient=0
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=0
bSSR=0
fAOBoostFromGI=0.000000
fAODarkProtect=0.000000
fAOLightProtect=0.000000
fAOMultiplier=0.000000
fAOPow=0.001000
fAoProtectGi=0.000000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=1.000000
fGIBounce=0.732000
fGIDarkAmplify=0.100000
fGIDarkMerging=0.750000
fGIDistanceAttenuation=0.335000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.150000
fGIRenderScale=0.333000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=1.000000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.400000
fSkyDepth=1.000000
fSourceAmbientIntensity=1.000000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.372000
fSSRMergingOrientation=0.684000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.000000
iAODistance=0
iAOFrameAccu=6
iBlackLevel=5
iDebug=0
iDebugPass=4
iGIFrameAccu=6
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=1
iRTPrecision=2
iSmoothRadius=13
iSmoothSamples=13
iSSRCorrectionMode=0
iSSRFrameAccu=1
iWhiteLevel=252

[PD80_04_BlacknWhite.fx]
bluechannel=-0.600000
bw_mode=13
curve_str=1.500000
cyanchannel=0.000000
dither_strength=1.000000
enable_dither=1
greenchannel=0.600000
magentachannel=-0.200000
redchannel=0.200000
show_clip=0
tinthue=0.083000
tintsat=0.120000
use_tint=0
yellowchannel=0.400000

[PD80_04_Color_Isolation.fx]
fxcolorMix=0.800000
hueMid=0.260000
hueRange=0.600000
satLimit=0.500000

[PD80_04_Contrast_Brightness_Saturation.fx]
brightness=0.370000
brightnessD=0.594000
contrast=1.139000
contrastD=1.139000
depthCurve=1.000000
depthEnd=0.100000
depthStart=0.003000
display_depth=0
dither_strength=1.000000
enable_depth=0
enable_dither=0
exposureD=-0.940000
exposureN=-1.136000
huemid=0.730000
huerange=0.112000
saturation=-0.496000
saturationD=-0.560000
sat_a=0.000000
sat_b=-0.695000
sat_custom=-1.481000
sat_g=0.000000
sat_m=0.000000
sat_p=0.000000
sat_r=0.000000
sat_y=0.228000
tint=-0.268000
vibrance=0.151000
vibranceD=0.034000

[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=1
RMS_MASK_ENABLE=1
SHARPEN_MODE=1
SHARP_STRENGTH=0.700000


VRANG VRANG VRANG VRANG

MarvelHero

Is there one specifically made for FFVT3R?

I tried a similar thing like Cel Shader plugin back then but it distorts the portraits.
Freedom Force Fan.

RingsOfReznor

The screenshots are from my own attempt at ReShade to make the game look more dramatic - reducing saturation, darkening unlit areas, adding screenspace raytracing, and anti aliasing for those horrid edges.

I haven't quite got the desired result yet but will post my preset when I'm done tweaking. If anyone else has attempted similar I'd love to see!
VRANG VRANG VRANG VRANG

MarvelHero

Is it possible to make shadows on it?

Like, if I disable the shadows on FFVT3R and replace it with reshade?
Freedom Force Fan.

RingsOfReznor

Disclaimer: I'm inexperienced with graphics so take anything I say with a grain of salt

The Depth Buffer drives ReShade's 'RT' shaders but from what I can see in  :ffvstr: it's all top-to-bottom. Compare that to your average first / third person AAA title (which these realism shaders are marketed towards) where depth is how far you can see from your point of view, and the only noticeable effect is shading under trees and fire escape ladders, which can already be achieved with simpler methods like Ambient Occlusion.

There are local sources of light, and their contribution to local lighting is driven by how saturated they appear on-screen. So if I brighten whites and a red car is brightened as a consequence, that red is also added to the nearby pavement to appear as if it reflects off the car due to the incident streetlight. This can also paint the light of a hero power to nearby objects, per the screenshots. However this will not generate shadows off models - it's more like a selective bloom.

There is a more onerous 'raytracing' shader that takes into account multiple light bounces - this may produce some live shadows if properly configured, however it's only available by subscribing to a certain Patreon, which I don't think is desirable for most people.
VRANG VRANG VRANG VRANG

MarvelHero

I get what you mean.

I've tried one of those they use on San Andreas on FFVT3R. It works but I did not get the desired effect.

They have dedicated coders that makes GTA looks like a modern game now. (cleo scripts)
Freedom Force Fan.

RingsOfReznor

Quote from: MarvelHero on November 05, 2025, 06:13:23 PMIs it possible to make shadows on it?

Like, if I disable the shadows on FFVT3R and replace it with reshade?

Achieved now (sorta) - check original post
VRANG VRANG VRANG VRANG

MarvelHero

Wow! I will try this when I get on my PC. :)

This is the thing they are doing to make GTA Vice City and San Andreas look realistic.
Freedom Force Fan.

RingsOfReznor

Updated again to remove sky light influence. Note most street-light sources are at the ground level and don't do much - standing man-bot under them will grant some height and enable them to cast some neat shadows.
VRANG VRANG VRANG VRANG