Since the game uses D3D11 1, I have no access to the shaders as is, and have to settle on looking through the DXBC bytecode. The filter itself does not seem to be complicated, though. While it wasn’t known if DXHR Director’s Cut only altered this post-processing effect or outright removed it,Ī glance at RenderDoc captures makes it obvious that it is (sadly) removed for good – notice the absence of a 6-primitive draw in the Director’s Cut With both scenes ready for the analysis, I started by taking a close look at the post-processing.īefore diving into the details of each effect, it is worth to remember the order in which post-processing is performed in this game:Īs mentioned earlier, the first and most obvious difference between the games is the absence of the “gold filter”. Visuals much more efficiently than when I was editing RenderDoc captures This allowed me to prototype and tinker with the game’s Since the end product of such capture is C++ code, and therefore it is trivially editable. This works far better than using RenderDoc alone, I started my analysis by taking a C++ capture from both DXHR and DXHR Director’s Cut with During my research, I referenced this article heavily when looking through the captures. For a detailed writeup on DXHR’s graphics, check outĭeus Ex: Human Revolution – Graphics Studyįrom Adrian Courrèges. However, with all changes documented and understood, it will definitely be possible to mod DXHR Director’s Cut to match the original game’s visuals.įirst of all, I only intend to focus on rendering differences between those two games. It’s up to the reader to decide whether the changes are for better or worse, but we can objectively say that the game looks Looking at the comparison, it’s obvious that the gold filter is not the only change. I don't know how I did it, but I managed to capture identical screenshots from both games. Post-processing effects and shading have been altered, and much to everyone’s surprise, the gold filter was gone! With the release of the Director’s Cut, the game has received numerous changes to gameplay and visuals. Or just gamma correct the final image to “undo” the changes the best they can. Of course, mods were created to remove the effect, but I don’t know if they remove this post-processing effect So people who could not stand this filter were either forced to accept it or dropped the game. Sadly, this effect is not toggleable via options and can’t be easily disabled by modifying the configuration files, I said this visual feature is “controversial” because it divided people a lot – some loved it, others hated it. This trademark post-processing effect shaded everything in the game to the game’s Those who played either the original game or Director’s Cut may remember well one of its iconic visual features, which wasĪlso the most controversial – the “gold filter”. In 2013, a Director’s Cut version was released – initially a Wii U exclusive, it eventually was ported back to the original platforms, Scroll down to Part 2 – implementation section for a mod announcement and the download link.īuild 2 has been released! This release fixes numerous reported issues, including DoF issues and an accidental incompatibility with Windows 7.įor a full changelog, see the Release page on GitHub.ĭeus Ex: Human Revolution is a third installment in the Deus Ex series, released in 2011. TL DR - if you are not interested in an in-depth overview of the research done, Now play the game & all stutters would be goneĪs i said earlier i tried these 2 methods in multiple setups like desktops or laptops and they always work like charm.Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut Finally right click desktop & select nvidia control panel, go to manage 3d settings tab on left side, in there select program settings & add deus ex human revolution, in the program settings of the game scroll down & find power management mode, set it to prefer maximum performance. Use Rivatuner to Limit the games frame rate to 2 digits below your monitors refresh rate like example ( for 60hz display use 58 or for 75hz use 73). After that install msi afterburner and Rivatuner both, Rivatuner comes bundled with MSI afterburner software.You don't need to download Rivatuner separately. Turn on DX11 & Vsync both but keep the Triple Buffering off & set all graphics settings according to your system specs. Method 2: This is preferred method for folks with low or medium specs PC. Next run the game & disable both in game Vsync & triple buffering, turn all graphics settings to max & be sure that the game is running in DX11. Right click on desktop & go to nvidia control panel, select the games profile in manage 3d settings & set the Vsync method to Fast. Method 1: This is preferred method for folks with rigs that exceed games recommended system requirements. I have tried these 2 fixes on multiple PC setups & they always work like a charm.
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