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My ReShade Effects Used for this Game:
Effects=AdaptiveSharpen.fx,HighPassSharpen.fx,GaussianBlur.fx,Clarity.fx,Colourfulness.fx,Curves.fx,Deband.fx,DepthHaze.fx,Levels.fx,SMAA.fx,MagicBloom.fx,MXAO.fx
And I only drop like 40 fps lol.
But as I stated with my rig, I do get avg of 40 to 45 fps in Main town.
Basically everyhing maxed Except AO: Off, Volumetric setting: Low, SH Diffuse Quality: low, Dynamic Range: 32bit.
The custom version of ReShade has a few optimizations to fix that. For multi-threaded rendering engines, I don't lock the depth buffer and instead use a lockless algorithm that works better there. (This game's not multi-threaded rendering)
My version of ReShade disables depth buffer tracking unless you have a shader effect active that uses it. No sense in letting it hurt your performance if you're just applying color post-processing :)
The other ReShade waits until the very end of a frame, when stuff is no longer HDR. It can take shortcuts and does so in its shaders, that aren't compatible with post-processing the game's native framebuffer.
The original MXAO shader didn't take these shortcuts and the image was format-compatible. The MXAO shader that comes with ReShade these days always draws into an RGBA8 image, which is not format-compatible with R10G10B10A2 or R11G11B10F. Thus if you try to use that shader in this game, about the best you'll accomplish is a dark screen.
I'm sure you can find a copy of the older more compatible MXAO shader. This isn't a problem strictly with Custom ReShade -- the new shortcut-ified MXAO shader works in Yakuza 0 because Yakuza 0 is R8G8B8A8 throughout the entire render pipeline. The MXAO shader works in both versions there.