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amilmand

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#135679   2018-01-14 01:17          
Proper reflections are quite hopeless through reshade you wont get much further than the current implementation (GTA SA is the example here, people (very competent people) have been modding that game for more than a decade and for the reflection model through post process injection it is using the same (object-filtered and transformed backbuffer as a spherical environment map) as we are here.)

Cubic environment maps I think would be possible to implement thou I dont really know if there is a fixed function pipeline (because slrr uses that the most basic of ways to use d3d9) way of doing those. It would surely require to modify the vertex format which can lead to a whole lot of complications, but it would be possible .. I think dont quote me on that :/

Added 3 minutes later:

But hey :) the current reflections are technically real time
I know its not much of a consolation though