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http://photos.3dvisionlive.com/JahPahZzZ/image/4ee113b937850184310000dc/
;-)
Seriously though, thanks for your post- it is actually quite intuitive and even I managed to tweak things a bit without getting in a mess in under 20 minutes!
All in the eye of the beholder I think, but to me the default graphics seem a little too saturated and a bit "cartooney" if that makes sense, but I dialed in a bit of de-saturation and activated one or two other shaders and it (for me) improved the image noticeably.
Worth experimenting with, certainly a lot of potential with this and I didn't notice any performance hit- depends what you activate perhaps.
Nearly a no-stop at Manningtree I was too busy admiring the scenery...
For those dubious, you don't have to exit the game either- you can press the windows key on your keyboard and leave the Framework Mediator running in the background, activate your changes and dive back in game to see.
I was aware of SweetFX before, it's been around some time but this app goes a long way to making all this easier to implement.
Thanks again!
I have activated (in EffectOrdering)
Deband
AmbientOcclusion
ToneMap (adjustments made within to saturation and bleach)
Vibrance
Ambient Light (GemFX)
Lumasharpen
[Some of the stuff may not be doing a lot (I'm certainly no expert with this stuff) and the menus look washed out but the game looks better to me so :-) ]
Back to it!
http://steamcommunity.com/sharedfiles/filedetails/?id=475525499
http://steamcommunity.com/sharedfiles/filedetails/?id=475549613
http://steamcommunity.com/sharedfiles/filedetails/?id=475515444
"Crepuscular rays" (in-depth look):
http://steamcommunity.com/sharedfiles/filedetails/?id=475525503
http://steamcommunity.com/sharedfiles/filedetails/?id=475515446
http://steamcommunity.com/sharedfiles/filedetails/?id=475515443
http://steamcommunity.com/sharedfiles/filedetails/?id=475525500
http://steamcommunity.com/sharedfiles/filedetails/?id=475549614
http://steamcommunity.com/sharedfiles/filedetails/?id=475574100
So, I recorded some examples of different post-processing settings using reShade & Co.
These show often several different effects at the same time. The "before" and "after" images are not 100% accurate, because the effects sometimes demand for me to adjust the graphic settings inside the game itself. The original TS looks 'different' itself.
This is by no means to say "this looks better". I love the original game. And - as I said before - the game itself often looks very good. Look at this comparison video more as an opportunity for you to adjust your visuals to your personal liking, or just as an invitation to play around with the settings, giving you more tools and more freedom, to enjoy Train Simulator even more.
Some effects are quite dramatic, though, like the "god-rays", or rather "Crepuscular rays" ("Overcode" mentions this. It is real! Example 6 shows it in detail). These 'sun' rays stream through gaps in clouds or objects, like trees and signals. An effect that is not in the game, but the game code allows for this kind of manipulation.
Others, like "heat-haze" get old pretty quickly, but for recording videos of a hot summer railroad, it is neat to have?
You can choose between different color settings, all the way to actual black & white. Intensity of shadows or light sources {=Depth of Field & Bokeh! at night, makes it look almost Unreal (Engine) like!}
The lens dirt effect is very colorful by default. You can change the colors or intensity of the map inside the MasterEffect folder. I am still working on my "perfect" Depth of Field range, combining it with a Bokeh effect for distant objects. There is no video of that yet.
HOW TO DO THIS [using ReShade Core]:
(Or, you can use the ReShade Framework version. Has a GUI interface, for clicking & creating your custom dll-files)
Download the reshade files and folders (incl. D3D9.dll) and simply put them inside the folder of your game executable.
That's it.
What happens is the local D3D9.dll library will be detected by the game exe and used instead the default D3D9.dll which is usually in the Windows system32 folder.
Some games though crash in this scenario. Thankfully Train Simulator 2015 accepts the manipulation.
While the game is running, you can alt-tab to the MasterEffect.h file, which is a ini-like text file, that has a list of effects written in it, with default values, you could manipulate. At the top of the file, all effects are listed and you switch them on and off by changing the number from 0 (=disabled) to 1 (=enabled).
Further below in that file are the actual values which you can change to your liking. When you are done, simply ctrl+s to save your changes ... and alt-tab back into the game! A second later, you see the text message inside the game which tells you the effects were "compiled successfully".
That's really it.
Btw, some videos don't use Anti-Aliasing. Brightness is all over the place. Many effects are too strong or too weak. I did not fine-tune. I wanted to quickly upload some examples. Not highest quality videos (no 4K/60FPS) - wasn't sure about the framerate & I/O hit while recording on a non-SSD.
Does anyone have any suggestions for good settings for the god rays, cos sometimes the roof of the loco is just that... looks like its coming from god, lol.
I would recommend this to anyone who likes to tinker with settings, some of these effects are unreal.
Cheers to the OP for bringing to our attention.
Regards
Bekns
Very good article though :)
@paweuek No. You don't need an ultra-high end machine, nor any particularly new graphics card. I would recommend at least a Nvidia GTS 450 (3-4 years old?) or an equally old ATI/AMD card. Basically anything that can do DirectX9 or higher. It works with Windows Vista & upwards (see the ReShade website). Your CPU does no extra work at all. Any half-way modern GPU can handle this. Mobile chips (= Notebooks too). I would recommend a DirectX11 chip card, though.
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@Mavadelo This post-processing 'thing' absolutely does not overwrite ANY Railworks/TrainSimulator files. You simply drop in the couple files and folders into your Railworks.exe folder - and equally delete them, if you don`t like them.
All it does is "inject" those effects. It "knows" certain values, like color or the z-buffer and changes those, altering the already rendered original game image in video memory before it comes to your screens. (I hope, I am right about this - not a graphics programmer).
No harm is done to the original game files or the trains themselves. They stay clean!. ;)
I only showed a fraction of what you yourselves can do with this. And, I am afraid, I showed the same colorful lensdirt effect too many times. You can keep "lens flares" and "god rays" without having "lens dirt" enabled. My fault. I just love it too much.
Every effect can be made subtle. Colors can be changed by changing RBG values.
___________________________________________________________________
@Fuse I am not involved in the creation of any of these tools, but to my understanding, this is a rather novel and collaborative approach by different individuals. This means, there still is no 'one' easy solution or UI/UX experience to make it easier to use.
I cannot see this ever becoming a "one-size-fits-all" tool, which one could just click or install once and be done with it. There is such an attempt by a now famous user named "Durante", who made a tool called "GeDoSaTo" - offering post-processing effects for many (other) games.
But even his tool demands of you to decide, which effect you want to use. There are simply too many possibilities - and also different asthetic tastes. And all toolsets could collide with different video games and game code and can have the same effect looking disasterous in one game, while it fits perfectly, with the same values, in another.
The "ReShade Framework" tool is the closest to an "easy"(easier) way of doing this. You simply click on some options and find out if you like them. As I said above, even the same effect in a different daytime might leave a bad taste in your mouth.
....
As for the game developers. They have to decide at some point in the process of developing a game, what they can and want to offer. What is the lowest denominator hardware wise. On which PCs can their game run. On which ones MUST they run. They have to consider all kinds of problems, we - as consumers - cannot even think of.
Besides the framerate issues and supporting a wide range of hardware, as a game designer and graphics programmer, you also want "consistency" in your game. A certain key "look", a certain art style. And the game must look "the same" on different hardware, to avoid confusion. I think they absolutely delivered that!
In many ways the success story of the Train Simulator series is the reason why it keeps getting iterrations.
And these games always looked good! It is one of their "key features", I am certain.
The graphic/code upgrade from (I think it was...) 2013 to 2014 was big. I would bet 99,9999% of players don't feel the need to tinker with the graphics at all. Not even in the games own graphic settings. This is just a thing I stumbled upon and wanted to share with the few, who might care.
Since you use it during your recordings, what is the added cpu load? running TS and OBS now needs me to close all BG so if it would put a high load on my cpu or gpu (GeForce GT640) I still might be out of luck lol. I do have the added bonus of 2gig shared on top of my 2 gig GT640 so if it only calls gpu power I might be in good shape
Most effects leave just a laughably low fingerprint on the overall rendering. Video cards to that point did already all the really demanding things the game itself needs.
The few effects that COULD have an impact are related to Anti-Aliasing and Ambient Occlusion (SMAA/SSAA can potentially be a frame-killer in any game. As old Railworks fans know, the higher the resolution, the more demanding the workload on the GPU becomes, with Anti-Aliasing enabled). Equally Ambient Occlusion, like SSAO (less HBAO), if they are 'really' calculated and not just 'fake' effects, by just enhancing contrast of the shadow maps or equal tricks.