

It almost goes without saying that some of the levels have to be seen to be believed. Depending on what view you're playing in, it will look as good as either Tomb Raider or Quake in default resolutions.Īnd as you would expect, Jedi Knight is designed to take advantage of Direct3D and specific 3D accelerator cards, and extra frames of animation, translucent effects and an improved frame rate will transform it into something that's just as remarkable as Tomb Raider running under 3Dfx and Open GL Quake. Once all the objects and textures have been sorted, they'll start working on the frame rate, and providing your machine can handle the rigours of Windows 95, your Jedi Knight won't limp along in jerko-vision in the standard-res modes. This is very early code remember, and as such all the debugging shit is still in there, and it's slowing everything down massively. Of course, such graphical lushness comes at a price, and although the levels we saw had all the elements in place, things were chugging along in only a half-screen window on a Pentium 120, although this was largely down to the sound cutting in and slowing everything down - a problem that LucasArts are confident they can easily fix when everything's finally been pulled together.

This is the beginning of a new era for us." It's this technology that will keep LucasArts at the forefront of game design. We can create massive levels for the player to explore and build, with multiple levels, slopes and wide open spaces - it's just awesome. "This engine can pretty much do anything we want it to. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository."We wanted to be able to say to the level designers, this is your world, go and create the best levels you can," maintains project leader Justin Chin. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with.

Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.
