Community Screenshots Thread (Edited Screens Only)

Yes, those looks great. I've actually tried Reshade some time ago but couldn't make it to work with RF2, even so sweetFX did work. It must have been something wrong on my end. Thank you anyway, will try it again.

Reshade has no depth buffer access to rF1 and rF2 :(, so all depth of field effects are out of reach atm, but I have used tiltshift to create some kind of fake DOF. It blurs the top and bottom edges of the screen. In combination with "sharpening" it creates a nice 3d effect.
 
Personally I'm not sure if this looks realistic, anyhow it looks amazing! Gives a whole new experience and at least feels good :D
 
Personally I'm not sure if this looks realistic, anyhow it looks amazing! Gives a whole new experience and at least feels good :D

I'm in experimental mode. :D

The point is, rFactor2 has a lot of converted tracks from rF1, which are a great addition to the sim, but sometimes look just plain wrong because most converters don't care about adjusting texture brightness and saturation. Post processing can help to "fix" most of these issues and there is no need to edit every texture in photoshop.
 
I'm in experimental mode. :D

The point is, rFactor2 has a lot of converted tracks from rF1, which are a great addition to the sim, but sometimes look just plain wrong because most converters don't care about adjusting texture brightness and saturation. Post processing can help to "fix" most of these issues and there is no need to edit every texture in photoshop.

Like the Targa?!
 
Holy moly, please keep spamming this thread with your shots Tosch. It's a real pleasure to look at. Love the touch of bloom, don't like the fake DOF so much though. Nevertheless it looks so much softer to the eye, especially the colors. (indeed, don't know if it's more realistic but sure feels better)
 
Care to share the injector and settings? :)

http://www.mediafire.com/download/bar42y77513vg3j/Reshade016_rFactor2.zip

I have included the 32 and 64 bit version. Just extract into the rFactor2 "CORE" folder.
To disable it delete or rename the injector (d3d9.dll).
The files are a bit outdated, but the new version has no "tiltshift" atm. Keep in mind this project is in beta and there are lots of updates. Check http://reshade.me/ for new versions.
DOF effects don't work! No access to depth buffer.

If you want to play a bit around with it open the file "Reshade.fx" in notepad and launch rF2. To make changes/disable or enable effects, pause rF2, alt-tab to notepad, edit and save the file, alt-tab back to rF2. Reshade will update immediately. No need to restart anything.
 
First test
Test_01.jpg
 
Tested it myself, looks great. The sharpening is really a bit too much!

Just a short tip: If you want to toggle on/off the plugin edit the "ReShade.fx" and find

"technique MasterEffect < bool enabled = 1; >"

and change it to this

"technique MasterEffect < bool enabled = 1; toggle = 0x91; >"

This way you can switch the ReShade on/off with the ScrollLock key :) Of course you could change the key code to any other key you wand ;)
 
For a more saturated (blue) sky try this. HueMid at 0 or 1 keeps red, 0.33 green, 0.66 blue.

//COLOR HUE FX
#define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep (default 0.6)
#define hueRange 0.2 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.0 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.3 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.

You can reduce the sharpen effect with these settings.

//SHARPEN
#define SharpBias 0.35 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define SharpStrength 0.9 //[0.05 to 1.0] Amount of sharpening you want.
#define SharpClamp 0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing
 
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