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#91
Mods / ReShade
Last post by RingsOfReznor - November 05, 2025, 01:56:09 AM
Anyone else tried applying ReShade to  :ff:  or  :ffvstr: ?

I spent way too much time on the FFvTTR tutorial and still don't like the results!

Base game / ReShade comparisons

If anyone has presets that look good please share!

UPDATE:
I had some success but also encountered some odd behaviour... the correct character/object shadows only appear at certain angles and distances. This may be a limitation of the shader itself, the weird way the sky sits in this scene or just the overly detailed ground providing too many things to bounce light off of. Heavy temporal accumulation was required to mitigate the noise of shading an already dark environment.

Regardless, you've all waited long enough. Here's my preset tested to perform at ~55-60fps on a RX580  :thumbup:

Shader preset
Comparison screenshots

Techniques=prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx
TechniqueSorting=DisplayDepth@DisplayDepth.fx,SSDO_Plus@GloomAO.fx,MXAO@qUINT_mxao.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DH_UBER_RT@dh_uber_rt.fx,DELC_Sharpen@qUINT_sharp.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,PCGI_One@RadiantGI.fx,Blooming_HDR@BloomingHDR.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_02_Bloom@PD80_02_Bloom.fx,Clarity@Clarity.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,Flair@Flair.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,Monocular_Cues@Depth_Cues.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx,SMAA@SMAA.fx

[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=0
bRemoveAmbient=1
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=1
bSSR=0
fAOBoostFromGI=0.500000
fAODarkProtect=0.150000
fAOLightProtect=0.500000
fAOMultiplier=0.900000
fAOPow=1.300003
fAoProtectGi=0.050000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=0.156000
fGIBounce=1.000000
fGIDarkAmplify=0.100000
fGIDarkMerging=0.600000
fGIDistanceAttenuation=0.350000
fGIFinalMerging=1.000000
fGIHueBiais=0.000000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.010000
fGIRenderScale=0.333000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=0.000000
fRreinhardStrength=1.000000
fSaturationBoost=0.100000
fSkyColor=0.400000
fSkyDepth=1.000000
fSourceAmbientIntensity=1.000000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.300000
fSSRMergingOrientation=0.500000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.300000
fWeaponDepth=0.000000
iAODistance=320
iAOFrameAccu=16
iBlackLevel=20
iDebug=0
iDebugPass=0
iGIFrameAccu=25
iGIRayColorMode=0
iHudBorderProtectionRadius=1
iRoughnessRadius=1
iRTPrecision=3
iSmoothRadius=8
iSmoothSamples=8
iSSRCorrectionMode=0
iSSRFrameAccu=3
iWhiteLevel=190

[PD80_04_Color_Isolation.fx]
fxcolorMix=0.800000
hueMid=0.260000
hueRange=0.600000
satLimit=0.500000

[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=1
RMS_MASK_ENABLE=1
SHARPEN_MODE=1
SHARP_STRENGTH=0.700000

UPDATE 2:

After further tinkering I realised the shadows cast were largely due to the sky rather than local lights. I've created a new preset for anyone interested in developing this further. Per the previous shader, please include this in your preprocessor definitions: RESHADE_DEPTH_INPUT_IS_REVERSED=0

Screenshots

Techniques=prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,DH_UBER_RT@dh_uber_rt.fx
TechniqueSorting=Monocular_Cues@Depth_Cues.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_04_Black_and_White@PD80_04_BlacknWhite.fx,DH_UBER_RT@dh_uber_rt.fx,DisplayDepth@DisplayDepth.fx,SSDO_Plus@GloomAO.fx,MXAO@qUINT_mxao.fx,Blooming_HDR@BloomingHDR.fx,prod80_04_ColorIsolation@PD80_04_Color_Isolation.fx,DELC_Sharpen@qUINT_sharp.fx,prod80_03_FilmicTonemap@PD80_03_Filmic_Adaptation.fx,prod80_04_ColorGradient@PD80_04_Color_Gradients.fx,PCGI_One@RadiantGI.fx,prod80_04_ColorBalance@PD80_04_Color_Balance.fx,prod80_02_Bloom@PD80_02_Bloom.fx,Clarity@Clarity.fx,ADOF@qUINT_dof.fx,Bloom@qUINT_bloom.fx,Daltonize@Daltonize.fx,Deband@Deband.fx,Debanding@qUINT_deband.fx,DHUniformityCorrection@dh_uniformity_correction.fx,DH_AhOh@dh_ahoh.fx,DH_Ambient_Remove@dh_ambient_remove.fx,DH_Anime_13@dh_anime.fx,DH_Canvas@dh_canvas.fx,DH_Lain11@dh_Lain.fx,DH_Pastel_Bug@dh_pastel_bug.fx,DH_Sync@dh_sync.fx,DH_UBER_MASK_BEFORE@dh_uber_mask.fx,DH_UBER_MASK_AFTER@dh_uber_mask.fx,DH_UBER_MOTION_020@dh_uber_motion.fx,DH_UI_TextDetect_before@DH_UI_TextDetect.fx,DH_UI_TextDetect_after@DH_UI_TextDetect.fx,DH_undither@dh_undither.fx,Directionally_Localized_Anti_Aliasing@DLAA_Plus.fx,Flair@Flair.fx,Lightroom@qUINT_lightroom.fx,LUT@LUT.fx,NFAA@NFAA.fx,prod80_01A_RT_Correct_Contrast@PD80_01A_RT_Correct_Contrast.fx,prod80_01B_RT_Correct_Color@PD80_01B_RT_Correct_Color.fx,prod80_01_Color_Gamut@PD80_01_Color_Gamut.fx,prod80_02_Bonus_LUT_pack@PD80_02_Bonus_LUT_pack.fx,prod80_02_Cinetools_LUT@PD80_02_Cinetools_LUT.fx,prod80_02_LUT_Creator@PD80_02_LUT_Creator.fx,prod80_03_Color_Space_Curves@PD80_03_Color_Space_Curves.fx,prod80_03_CurvedLevels@PD80_03_Curved_Levels.fx,prod80_03_Levels@PD80_03_Levels.fx,prod80_03_Shadows_Midtones_Highlights@PD80_03_Shadows_Midtones_Highlights.fx,prod80_04_ColorTemperature@PD80_04_Color_Temperature.fx,prod80_04_Magical_Rectangle@PD80_04_Magical_Rectangle.fx,prod80_04_Saturation_Limiter@PD80_04_Saturation_Limit.fx,prod80_04_SelectiveColor@PD80_04_Selective_Color.fx,prod80_04_SelectiveColor_v2@PD80_04_Selective_Color_v2.fx,prod80_04_Technicolor@PD80_04_Technicolor.fx,prod80_05_LumaSharpen@PD80_05_Sharpening.fx,prod80_06_ChromaticAberration@PD80_06_Chromatic_Aberration.fx,prod80_06_Depth_Slicer@PD80_06_Depth_Slicer.fx,prod80_06_FilmGrain@PD80_06_Film_Grain.fx,prod80_06_LumaFade_Start@PD80_06_Luma_Fade.fx,prod80_06_LumaFade_End@PD80_06_Luma_Fade.fx,prod80_06_Posterize_Pixelate@PD80_06_Posterize_Pixelate.fx,Smart_Sharp@Smart_Sharp.fx,SSR@qUINT_ssr.fx,TAA@Temporal_AA.fx,Trails@Trails.fx,UIMask_Top@UIMask.fx,UIMask_Bottom@UIMask.fx,SMAA@SMAA.fx

[dh_uber_rt.fx]
bBaseAlternative=0
bDepthMulti5=1
bRemoveAmbient=0
bRreinhardFinalMerging=1
bSkyAt0=0
bSmoothNormals=0
bSSR=0
fAOBoostFromGI=0.000000
fAODarkProtect=0.000000
fAOLightProtect=0.000000
fAOMultiplier=0.000000
fAOPow=0.001000
fAoProtectGi=0.000000
fBaseColor=1.000000
fDistanceFading=0.900000
fGIAvoidThin=1.000000
fGIBounce=0.732000
fGIDarkAmplify=0.100000
fGIDarkMerging=0.750000
fGIDistanceAttenuation=0.335000
fGIFinalMerging=1.000000
fGIHueBiais=0.500000
fGILightMerging=0.100000
fGIOverbrightToWhite=0.200000
fGIRayColorMinBrightness=0.150000
fGIRenderScale=0.333000
fHudBorderProtectionStrength=0.000000
fNormalRoughness=0.000000
fRemoveAmbientAutoAntiFlicker=1.000000
fRreinhardStrength=0.500000
fSaturationBoost=0.100000
fSkyColor=0.400000
fSkyDepth=1.000000
fSourceAmbientIntensity=1.000000
fSSRCorrectionStrength=0.000000
fSSRMerging=0.372000
fSSRMergingOrientation=0.684000
fSSRMergingRoughness=0.500000
fSSRRenderScale=0.500000
fWeaponDepth=0.000000
iAODistance=0
iAOFrameAccu=6
iBlackLevel=5
iDebug=0
iDebugPass=4
iGIFrameAccu=6
iGIRayColorMode=2
iHudBorderProtectionRadius=1
iRoughnessRadius=1
iRTPrecision=2
iSmoothRadius=13
iSmoothSamples=13
iSSRCorrectionMode=0
iSSRFrameAccu=1
iWhiteLevel=252

[PD80_04_BlacknWhite.fx]
bluechannel=-0.600000
bw_mode=13
curve_str=1.500000
cyanchannel=0.000000
dither_strength=1.000000
enable_dither=1
greenchannel=0.600000
magentachannel=-0.200000
redchannel=0.200000
show_clip=0
tinthue=0.083000
tintsat=0.120000
use_tint=0
yellowchannel=0.400000

[PD80_04_Color_Isolation.fx]
fxcolorMix=0.800000
hueMid=0.260000
hueRange=0.600000
satLimit=0.500000

[PD80_04_Contrast_Brightness_Saturation.fx]
brightness=0.370000
brightnessD=0.594000
contrast=1.139000
contrastD=1.139000
depthCurve=1.000000
depthEnd=0.100000
depthStart=0.003000
display_depth=0
dither_strength=1.000000
enable_depth=0
enable_dither=0
exposureD=-0.940000
exposureN=-1.136000
huemid=0.730000
huerange=0.112000
saturation=-0.496000
saturationD=-0.560000
sat_a=0.000000
sat_b=-0.695000
sat_custom=-1.481000
sat_g=0.000000
sat_m=0.000000
sat_p=0.000000
sat_r=0.000000
sat_y=0.228000
tint=-0.268000
vibrance=0.151000
vibranceD=0.034000

[qUINT_sharp.fx]
DEPTH_MASK_ENABLE=1
RMS_MASK_ENABLE=1
SHARPEN_MODE=1
SHARP_STRENGTH=0.700000


#92
Meshes / Re: What could be done?
Last post by Randomdays - November 05, 2025, 12:51:57 AM
Great!

Fibber the Fox looks good! - tails are usually easy to add.
#93
Meshes / Re: What could be done?
Last post by cranlox - November 05, 2025, 12:39:27 AM
The tail sometimes becomes a nightmare; in the fox, it would have to be cut off or left in its minimum version as a root for an added tail.

https://www.mediafire.com/file/a4zv6zm49uja573/FIBBER4.rar/file
#94
Meshes / Re: What could be done?
Last post by Randomdays - November 05, 2025, 12:35:17 AM
Good list, and it'll be great if you can get them done. At your own speed of course.

1) I don't see Henry the maintenance man above, though its listed as done.

2) For Gilligan, Snubby isn't important, but I don't see Mary Ann.

3) Pebbles and Bamm Bamm - I don't see Penny.

Thanks for doing as many as you can - they're looking good.
#95
Meshes / Re: What could be done?
Last post by Randomdays - November 05, 2025, 12:06:02 AM
Should be able to be done - I've added pupils and tails before.

Good Job!
#96
Meshes / Re: What could be done?
Last post by cranlox - November 04, 2025, 11:46:15 PM
I really liked how Mr. Peabody's body turned out, but it doesn't have pupils or a tail. I thought it would be a good idea to add two half-circles for the eyes and make the tail separately.

https://www.mediafire.com/file/tj236l8zqfgpv5l/MR+PEABODY.rar/file
#97
Meshes / Re: What could be done?
Last post by Randomdays - November 04, 2025, 10:10:28 PM
 :thumbup:
#98
Skins / Re: Dean's stuff.
Last post by cranlox - November 04, 2025, 09:56:39 PM
vacation time! :thumbup:
#99
General Discussion / Re: Hi Freedom Fans...
Last post by deanjo2000 - November 04, 2025, 08:24:07 PM
I know it's hard sometimes but you have to focus on the good things in life. Do what makes you happy and enjoy the little things. This forum and working on skins/skopes has massively helped me over the years.
#100
Skins / Re: Dean's stuff.
Last post by Randomdays - November 04, 2025, 07:10:54 PM
 :thumbup: