![]() ![]() It's not a full fat implementation as we saw in Minecraft, but it can have a transformative effect - particularly on titles like the original Crysis, created at a time when the way games were lit was somewhat naïve compared to modern day implementations.Ĭrysis was a pioneer for screen-space ambient occlusion (SSAO) which uses data from the depth buffer to add shade to the nooks and crannies on-screen. A new ray tracing feature is now available in alpha builds - and strictly speaking, this adds a new layer of global illumination derived from path tracing. Reshade works by hooking into DirectX, accessing the data contained in the depth and colour buffers to accomplish a range of post-process effects, including SMAA anti-aliasing, screen-space reflections, depth of field and colour tints to name but a few. It's all because of a new extension currently in development for the powerful post-process injection tool, Reshade, created by modding veteran and Nvidia Ancel contributor, Pascal Gilcher. We recently looked at a stunning path traced version of Minecraft, but what if RT techniques could be applied to all DirectX9 and DirectX11 games? And what happens if we apply that new technology to classic PC mangler, Crysis? Watch the video embedded on this page and you'll see that it works to a transformative degree - albeit with limitations.
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