Half-Life 2 Lambda Reshade MMod Low-End Version
Full Version 3 commentsRelease for low-end systems, reduces visual quality, but don't require a dedicated video card.
Reshade preset for Half-Life 2 Vanilla, significantly increases the graphics quality without weighing too heavily on performance.
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Release for low-end systems, reduces visual quality, but don't require a dedicated video card.
Final release, increased visual quality, ambient occlusion and anti-aliasing brought to 2 steps, required dedicated videocard.
Reintroduced SSR, God Rays and SSAO effects, increased the efficiency and stability of shaders that use the depth buffer.
Revised version for use with MMod 1.3, removed some effects and implemented color correction.
Reshade preset for Half-Life 2 Vanilla, increased ray tracing (SSR) and fix depth buffer flickering.
Reshade preset for Half-Life 2 Vanilla, added: screen space reflection (SSR) and god rays, fixed ambient occlusion.
What is the best way to set it up? by default it`s a total ******* mess, so I ended up unchecking everything and turning on just the God rays & Ambient lighting, as everything else seems to add nothing, or add very litle.
if you consider them useless you can deactivate from the reshade menu: SSAO, SSR, HDR, DOF, anti-aliasing, chromatic aberration, color adjustment, eye adaptation, grain, etc... you will have a boost in performance but image quality it will be degraded and flatter in certain scenarios.
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Since it's reshade would this work with other source mods? Like Amalgam and Snowdrop Escape?
Maybe, but this preset is only optimized for use with Half-Life 2 Vanilla and MMod 1.3, if you want you can modify this preset and make it suitable for your needs.
how do you uninstall this
just run reshade, select the game exe and choose modify or uninstall
some feedback, as requested, from someone with film colouring background - looks pretty good on the overall! I would suggest a reductionist approach - it's a perhaps little too strong and things are often hard to see with extreme contrast, saturation and bloom at times. I'd ease especially on the bloom a bit, narrow it further towards highlights and severely reduce its saturation factor. You seem to have a lot of effects there in general, some may be unnecessary if you were to tweak further and dial everything back a little bit. One way of doing it is using the UI mask effect or whatever it was called, and change the alpha mask its using in the texture folder to fill entire screen rather than just a small hud section. That way you can bracket all your effects with it and then use it as a global opacity slider to control how strong the overall grade is. Sorry I can't remember what the effect was called but you'll figure it out - it's a simple tool for masking out hud elements.
ps for some reason the SSR and ambient occlusion don's seem to work for me. Flipping them on and off doesn't do anything.
you need to enable depth buffer
Are you referring to the lut file? If you're referring to that it wouldn't save much resources as most of the effects i've used are dynamic and are calculated in real-time. Reducing the brightness would lead to less contrast, less reflections and less projected rays, effects that to some extent modernize the game a bit.