[MOD] Realtime Reflections

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Nystul
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Re: [MOD] Realtime Reflections

Post by Nystul » Tue Nov 27, 2018 7:22 pm

new version available (should work with Unity 2018.2.11f1):
Realtime Reflections 2.2.1:
https://drive.google.com/file/d/1zsRuRe ... sp=sharing

lord_frivolous
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Re: [MOD] Realtime Reflections

Post by lord_frivolous » Wed Nov 28, 2018 9:12 pm

Awesome! DU just did not feel right without this.

Narf the Mouse
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Re: [MOD] Realtime Reflections

Post by Narf the Mouse » Wed Nov 28, 2018 11:06 pm

Shiny! Pun fully intended.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Nystul
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Re: [MOD] Realtime Reflections

Post by Nystul » Wed Dec 19, 2018 1:54 pm

new version (2.2.2) available in first post of this thread (only bugfixes - should work with newest live build)

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King of Worms
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Re: [MOD] Realtime Reflections

Post by King of Worms » Thu Mar 07, 2019 10:45 am

Noob and I guess redundant question, but...

Is there any way to make this awesome mod less demanding? :lol:
Does the resolution of the textures influence the performance? - like, if we switch the vanila textures to 1024*1024 textures, does it slow down the reflection calculations?

Thank you .)

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Nystul
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Re: [MOD] Realtime Reflections

Post by Nystul » Fri Mar 08, 2019 7:23 am

The mod is demanding because it uses planar reflections (see first post of this thread for a comparison of different techniques).
It targets high end systems. I fear there is not much that can be optimized anymore.
Whatever impacts performance without the mod by an amount of x will impact performance with this mod by 3*x, because the scene is rendered 2 additional times. So if increased texture resolutions impact performance, they will impact performance.

It might be an option to use screen space reflections instead of this mod if all textures are replaced with variants with metallicgloss maps - although screen space reflection have some other issues by design (can only reflect stuff that is visible in camera, billboards may cause artifacts, outdoor reflections might look bad). also unity's screen space reflection implementation is not as good as other engine's implementation imho.

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King of Worms
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Re: [MOD] Realtime Reflections

Post by King of Worms » Fri Mar 08, 2019 9:19 am

Thanks for a reply and additional explanation. Ive read about the planar reflections in the OP but was still curious :lol:
Well maybe my next PC will be able to handle it. I prolong the upgrade for years :D
So maybe Ryzen3 - 5ghz and some next get mainstream GFX card (new Navi?) will cut it. I have fx8300@4,1ghz and gtx970 now...

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