![]() How does this fit into the MSFS DX pipeline ? “Injection” ? Do you replace shader code on the fly ? append always ? or do you need to intercept the compile call in DirectX and “inject” your own stuff to replace existing MS/Asobo shaders ? What are the performance effects, considering the fact that many GPU’s are quite buzzy with MSFS “Default” shading already, a shading postprocessor would add load… how much load… bundles, tesselation changes, new domain shaders… You show some nice shades indeed ! But I do wonder… a lot of things…ĭoes your “cinematic shader” listen to the time slider… is it aware of MSFS weather settings ?Ĭurious if you have the manpower to maintain this, when DX-12 will come to MSFS… e.g. But in my opinion, it is possible to find the desired image balance if ReShade tuned carefully. (Except for selective replacement of some colors, areas of the screen, objects at a certain distance, etc.) This is a disadvantage of any overlay used to customize the graphics. There is no way to selectively change graphics of individual objects or surfaces. Of course, ReShade changes the graphics in general. ![]()
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