Shaders designed for in-game photography.įun and abstract effects like Swirl, Wave, Slit Scan, etc. Shaders ported from RetroArch to ReShade, home of many CRT shaders.Ĭontains alternative implementation of Ambient Occlusion and Tonemapping. Home of some utility shaders such as Fog Removal. Home of a few "enhanced" versions of known shaders. Home of many advanced color grading shaders + many photoshop-like ones. Really neat lesser known shader repository. Home of a few bloom shaders like NeoBloom, MagicHDR and other utility shaders like AspectRatioSuite, ArtisticVignette, FlexibleCA, MinimalColorGrading and NormalMap. Home of Eye Adaptation and UI Detect shaders. ![]() Home of the Comic, ColorIsolation, AspectRatioComposition, HotsamplingHelper and other shaders. Home of Perfect Perspective (fov correction/distortion), Chromakey, Filmic Anamorphic Sharpen, Reflection (matcap), VR and other filmic shaders like Prism and Letterbox. Home of SuperDepth3D (adds 3D support on almost any game) Home of Smart Sharp, Temporal AA, NFAA, BloomingHDR and others. Various anti-aliasing shaders and more (used to be part of Depth3D). Home of Cinematic DOF and other utility shaders. All these shaders have been worked from the ground up and provide staggering performance and visuals in comparison to their qUINT counterparts. Hosts effects such as Launchpad, MXAO, Sharpen, and SMAA. Marty McFly's new repository to be replacing qUINT soon. Home of MXAO (ambient occlusion), Lightroom, Advanced DOF, DELCS (sharpening), Bloom and other utility shaders. Home of many useful effects like SMAA, FXAA, LumaSharpen and CAS, as well as many ports of effects from the SweetFX injector. The original shader suite that ReShade was created to support. Required for most shaders, should be installed automatically by the setup tool. then that's great! I'm really hopeful this time around.Although reshade-shaders is the official shader repository, shaders can be downloaded from anywhere. But, if CoH3 can remember its niche customers are people who want to live the experience with deep features than watch pros get big. No pro wants to compete in a game where RNG can screw them out of winning prize money. I'm not technical enough to know, but I can definitely sense some "watering down" happened in CoH2 in order to cater to the "pro" level of play that values consistency over features. It was like the CoH2 engine was built on something weaker than CoH1 that it couldn't handle as many calculations or something. Every overhaul mod in CoH2 will crash every other game. What we saw in CoH2 and why BK never jumped over to develop a new mod was the restriction of new units (which to be honest is totally understandable for business reasons) and the instability in the game itself. What I'd hate to see happen to CoH3 is that it caters too much to those who vouch for consistency and predictability over tactical depth. As long as certain key pillars are maintained in the game (which it looks like it will be) then there can always be a mod to adjust damage values to be more aligned to what BK could be. I don't ask for CoH3 to be like BK, but I hope they stick to their motto of making sure that strategy & tactics win over dexterity. But the philosophy of the mod has changed a lot, would be glad to see you guys check us out again! ![]() I won't deny the mod has had a rough history, struggling to find its identity in "realism" and "historical accuracy". ![]() The mod aims to make good decisions more rewarding and bad decisions more punishing (while adding a much larger unit roster to allow for more tactical expression). In Company of Heroes 3, a small force can beat a larger, more powerful one if the player uses things like combined arms, defenses, positioning, and the environment to their advantage. Unlike many traditional RTS, a player’s actions per minute (APM) in CoH doesn’t mean much if their strategy and tactics are not up to the task. We've made a lot of balance changes over the years to make it more PvP focused taking a core CoH principle to the extreme: Fundamentally, BK isn't even attempting to be a "realism mod" anymore. I totally understand the main concerns about the mod mentioned here and I also do not hope for that future for CoH. Hi, I am a current dev for the BK mod for CoH1.
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