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mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

If nothing is overwriting the mods then they should be there but the rain reflection effects can be sometimes hard to spot, at least compared to the water shader changes.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Yes it's a screen space effect so sometimes it reflects stuff that isn't correct (it can only reflect what's on the screen). Also could you post the tweaks you've made to the settings so I can see about including them in the next release :).

Regarding the reflection resolution I do have plans to add an option for multiple rays but for now it might be computationally way too expensive since it's being done at full resolution. Next Anomaly version will include SSR pass in the engine which should allow us to make them even better.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Thank you for the information, indeed that'll remove the effect from other surfaces than water without breaking the water shader. I'll add a note on my todo list to make both of them toggleable in future releases and to try optimize the rain reflections (probably caused by extra lighting computation that I can't really help with for now).

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Yes if you have Enhanced Shaders enabled after the main Glossy Surfaces SSR and haven't enabled the ES PBR Patch or it's being overwritten then only the water shader will take effect.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

No it shouldn't make the non rainy weathers too shiny based on my testing, are you using any mods that change the weather definitions? That being said there're still many things that are getting way too much reflections since it's just based on the gloss value of the surface so it's quite likely that there can be situations where it's getting applied when it really shouldn't be.

I'll try to check on it but as below I'll be away from my main puter so will probably take a bit longer to work on it.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

I'll be away from home and my main puter for like a month and half for business and vacation so the next update might take a bit longer.

Good karma+4 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Oh yeah regarding the new version I've merge in the patch I had made so now it should work even without other compatibility patches for them.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Yeah they're on my list of stuff to fix/workaround just haven't had time to work on them yet.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

It's done purely on the GPU in pixel shaders so if you're CPU bound the performance effect might be unnoticeable/negligible (as it's for me).

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

No, but you can try to change eg. SSR_NUM_STEPS and SSR_STEP_SIZE to gain more performance. Since my machine is too powerful to really notice any difference it's hard for me to performance tune it "perfect" but according to some people in the EFP discord SSR_NUM_STEPS 15 and SSR_STEP_SIZE 0.02 should get back quite a bit of performance without sacrificing too much of the quality.

Good karma+3 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

No pero vivo en España y sí hablo poquito Español (pero todavía mi vocabularia es limitada). Para ti problem parece qué ya viking aydarte :).

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Nope shouldn't require anything else than turning on the optional water shader along with the base one (now that I think even the order of those shouldn't matter). Load order wise I think the only _required_ thing is that the correct patch if any is after _all_ the affected mods (so that nothing in there gets overwritten)

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Yes this is a known issue, it's a screen space effect so it can only reflect what's rendered on the screen, that means at around 45 degree angle which you're looking at most parts of the reflection end up outside of the screen, that also causes the weird flickering and stripes.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

They're screen space reflections so they can only reflect what's rendered on the screen, thus not usable for mirrors.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

You'll need to use the simple version of Enhanced Shader shader_param controls.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

The debug values are used as the reflection color when the condition occurs, for generally debugging if the effect is being applied at all the top two should provide _unmistakable changes_.

SSR_DEBUG_NO_REFLECTION => Surfaces that didn't cross the gloss threshold to trigger SSR calculation will be colored red

SSR_DEBUG_REFLECTION => The opposite of the above, colored green to make it really clear where it's adding reflections, even if they might be practically unnoticeable otherwise.

Ambient occlusion and other post processing is applied after that step so they're not _pure_ green/red, but you'll notice the change for sure if the shader is being applied.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

This is an issue between ES PBR and BSB NVGs which is kinda unrelated to the SSR mod. Please check if Moddb.com helps with it, if not I'll post a tempfix until the authors incorporate it/better fix.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

I guess you didn't read the description? Yes, it probably won't work without DX11 (DX10 maybe, haven't tested and even then probably not too performantly).

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Apology accepted. As for the demosfen reflections, I haven't played it so based on the images and the description if you mean the "puddles after rain" then yes and no.

I do have plans to try make the water appear to form puddles on flat horizontal surfaces and crevices _during the rain_ but I have doubts on how feasible it'll be without engine modifications.

If I get that working then I might also be able to make the reflections stick around after the rain with some shader_param scripting.

If it requires engine modifications then that's a rabbit hole I don't want to climb down at least just yet.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Thank you for the report, I'll see what I can do about it.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Yes currently the water surfaces for some reason don't have gloss on them and thus don't trigger the reflections, it's on the list of things to try adding.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

The updated version still has reflections on some weapons but with the fixed lighting calculation they hopefully shouldn't be an issue. If they still bother you, you can get rid of them by uncommenting the SSR_MIN_DEPTH line in ssr_settings.h, thou that will also disable the effect on any other surface too close to the camera.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Applied Magic ;). The engine uses a deferred shading pipeline which basically does the final image lighting and coloring as a post process step, allowing me to relatively easily do screen space effects with more information than is available during normal post processing (eg. how glossy the surface is).

Hmm just noticed your name so I'd assume you know the above already xD.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Please check the updated version and if it still doesn't seem to work then uncomment the following lines, set weather to storm1 and send me a screenshot.
// #define SSR_DEBUG_NO_REFLECTION float3(0, 0, 1)
// #define SSR_DEBUG_NO_HIT float3(1, 0, 0)
// #define SSR_DEBUG_HIT ray.dir

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

ReShade shouldn't directly interfere with the effect, I haven't tested others but works at least with Aggressor. I'd assume you have checked that nothing overwrites the mod? If so pretty much the only thing that comes to mind is some weird combination of graphics settings that again makes it disappear (have had to fix few of those already).

Sorry that I can't help more, if you manage to figure out what the issue is I'll try to fix it for the next version.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Thank you for the information, I'll see if I can tweak the values to avoid this.

Good karma+1 vote
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

Thank you for the information, I'll see what I can do about it.

Good karma+2 votes
mbehm
mbehm - - 35 comments @ Glossy Surfaces and Water SSR v0.1.3

By talking BS about Enhanced Shaders already having SSR, yeah no I fail to see how that's support so you can keep it to yourself TYVM.

Good karma+6 votes