I would also like to know how to get the DOF to work similar to how DOF works in ENB series for Skyrim. If the screenshot posted by Thranduil is what Reshade considers DOF, would argue this is nothing more than another glorified Blur, i don't get how this can ever qualifiy as DOF, but this is why i am asking, just unclear as to what Reshade is capable of. I know what DOF is and this doesn't seem to be DOF. Also instead of making some vague statement, just go straight forward like:' my. Is., is that normal?' Or ' how to.?'
Uh, what?ironically you provided no example for my supposed vagueness. I'm really not sure where that is coming from. I am being as direct and as clear as i know how, while providing what i think is the relevant background information needed for someone to help me. Is there something specific that you didn't get? If you think that is not necessary, simply, do not read or don't post for all i care.no one is forcing you to read it and i am certainly not going to sit here and tell you how to post.back on topic:the thing is i am searching to an extent on these boards and i have noticed the same question/s about DOF asked a bunch of times and not a lot of answers. Someone asks the question and then someone else comes along and posts a link to the mastereffects download and that's it.
Dec 07, 2013 ENB Depth of Field settings help. Get another DoF preset from other ENBs. Just replaxe the enbeffectprepass.fx with the new one. Opethfeldt, Quietcool, or The Wilds have nice DoF settings.
So i really do not see how, 'what game' im trying it with has any relevance beyond wether it is supported or not. So i am rephrasing the questions in this thread seeing that there hasn't been an answer provided yet. I am giving specific examples of what i expected to see from DOF based on my experience with other games and other mods specifically ENB + Skyrim which has very Cinematic DOF.Can reshade accomplish this? That would be my question, not sure how much more direct i can be.as for the game in question, i am trying to get DOF to work with assassins creed unity.
Now if this game isnt supported well then that is that, but i really don't know what to expect from reshade. All i know is, what i have seen so far from reshade, i wouldnt exactly call it DOF. Can reshade accomplish this? That would be my question, not sure how much more direct i can be.In theory yes.But ReShade is only the injector, to achieve this DOF one needs to write a shader which does the DOF the way you want it to be. This is no different from ENB for that matter, only that it comes with a bunch of shaders out of the box. I don't know if the exact DOF shaders you are talking about was ported to ReShade so far, if it was, great, if not, you'd either have to port it yourself, ask somebody else to do that (that's what the shader suggestion forum is for =) ) or use one of the multiple other DOF shaders that are already available (MasterEffect or Framework contain a bunch, just play around with them until you find the one that suits your look best).
ReShade doesn't force you to use a particular look, that's the beauty of it, you can always write a different shader so it works to your likings.By ENB's cinematic DOF you might refer to GP65CJ042's bokeh DOF, which luckily was ported to ReShade already (the picture you are refering to uses a DOF method without bokeh, which thus looks rather dull in comparison, but it's still as DOF as the cinematic one is, just looks different).It's part of the Framework shaderpack (to enable, open up ReShade/McFXsettings.cfg and set USEDEPTHOFFIELD to 1 and DOFMETHOD to 4). And since you want to do it in you also have to open ReShade/Commonsettings.cfg and set RFXLogDepth to 1. In theory yes.But ReShade is only the injector, to achieve this DOF one needs to write a shader which does the DOF the way you want it to be. This is no different from ENB for that matter, only that it comes with a bunch of shaders out of the box. I don't know if the exact DOF shaders you are talking about was ported to ReShade so far, if it was, great, if not, you'd either have to port it yourself, ask somebody else to do that (that's what the shader suggestion forum is for =) ) or use one of the multiple other DOF shaders that are already available (MasterEffect or Framework contain a bunch, just play around with them until you find the one that suits your look best). 'More cinematic' and 'not real' dof? Maybe you just need to spend some more time on it.Find out if your game has a logarithmic depth buffer ( Like Witcher III and GTA V) and set your shader configs accordingly.Set you game to bordered windowed mode at a small resolution and experiment with the DOF by setting each setting to extremes to see exactly what each setting does.Remember also to set you focus point accordingly to the game.
Like a FPS for example, I set the focus point just above the iron sights.The DOF works perfectly fine to me.by, on Flickrby, on Flickrby, on Flickrby, on Flickr. First rule of screenshots 'No cut screens ever'Thats all in game, hud removed with DA:I tools or the Console.I can tell you are trying to use Matso:define DOFMETHOD 4 //1 to 4 Set DOF type#define DOFFOCUSPOINT float2(0.5,0.4)//0.0 to 1.0 Screen coordinates of focus point.
First rule of screenshots 'No cut screens ever' sigh. It is an example of what i am wanting to achieve with DOF and Assassins Creed Unity and now Syndicate, can you not understand that, surely that would be the exception to the rule.so looks like reshade simply cannot/not capable of DOF in AC games using the anvil game engine.
I get perfect DOF effects in the witcher 3 wild hunt but it simply doesn't work in any Assassins Creed games i tried on. Any plans on better support for a wider range of games?
ReShade is a generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more. ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11 and OpenGL.A computer with Windows 7 SP1 or higher (Windows 8, 8.1, 10) and the installed is required.ReShade features its very own shading language and transcompiler, called ReShade FX., adding useful features designed for developing post-processing-effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states.And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language.Open SourceAs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license!
You can help development with your own contributions via the.
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