COMPLETE RT - the new ideal solution for real time Ray Tracing ► UPDATE 1.3 RELEASED - full ReSTIR GI : this new feature can help you increase details in your lighting and shadows while keeping a relatively low performance overhead. - SKYLIGHT mode: the new sky lighting feature allow you to have consistent ambient lighting based on the sky color (sky color detection is automatic, but it can be ajdusted also manually) ►READ MORE about Complete RT on Niceguy Patreon: ______________________________________________________________ Games tested with Complete RT shader: 0:06 Resident Evil 2 Remake 0:50 Uncharted 4 A Thief's End 1:20 God of War (2018) 2:15 Star Wars Battlefront (2015) ►Credits to Massihancer aka Beyond Dreams: @Massihancer/videos __________________________________________________ ►What is Complete RT? CompleteRT is a RT shader that provides Global Illumination effects including “Diffuse Illumination“ and “Specular Reflection“ while improving the in-game ambient lighting with “Ray Traced Ambient Occlusion“. This shader works with ReShade to provide easy installation and compatibility with almost any game. Key Features: ► Ray Traced Diffuse Illumination: CompleteRT uses the Lambertian reflectance model to achieve a physically correct lighting distribution for diffuse reflections. ► Ray Traced Reflection: CompleteRT uses the GGX reflectance model to achieve a physically correct lighting distribution for specular reflections. ► Detailed emulation of textured surfaces: The RT shader uses different techniques to estimate the bumpiness and roughness of surfaces in the absence of real data. ► Powerful and conservative denoiser: The denoiser used in my shader uses lessons I learned from the SVGF pre-print research paper. But it is much more optimized than the original implementation. It also provides a much higher-quality image. I had to consider that I have no access to in-game motion vectors; So I had to rely on motion estimation. Although motion estimation sometimes works even better than the motion vectors provided by a game engine when used for TAA, it is not as reliable for temporal filtering of surfaces' lighting data. This made me re-design the whole temporal filter.
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