Complete RT | Remaster your favourite Game! | ReSTIR GI | RAY TRACING Shader
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:
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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
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►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.