Other than that, aside from the standard set of constant buffers In principle, it is just a color grading pixel shader with one input and one output,Īnd thus it has no additional information about the scene other than the final image. ![]() ![]() 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, ↑ Guru3D.Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut.↑ KEYBOARD & MOUSE & CONTROLLER -Key Mapping/Customise, Mouse Lag, Controls -All Issues.↑ 7.0 7.1 Verified by User:Aday on 15 November 2017.↑ 5.0 5.1 Eyefinity Support Regression :: Deus Ex: Human Revolution - Director's Cut General Discussions.↑ Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut (Lighting – improved, glitched, or both?) - Silent’s Blog - last accessed on.While it would be nice to see them working again, for my re-implementation I settled on picking one constant set of colors for the entire game – it doesn’t match the original Human Revolution 1:1, but it looks very close in the majority of scenarios as is." Sadly, I tried to look for any remains of those attributes in the Director’s Cut and currently did not manage to find anything. ↑ Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut (Color filter) - Silent’s Blog - last accessed on " As you can see, the colors are quite different, which means those attributes are relevant for the final presentation.Nixxes ported the original Human Revolution, but disclaims involvement with the Director's Cut. ↑ The porter for the Windows version of HR:DC is unknown.
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