Hey! I just wanted to say thanks for all the information you share regarding reshade. You've been my primary resource when it came to me making my own presets. Just wondering how the new relight performs differently in the game. You said it now works? It already seems to work great as is so it's hard to imagine it working even better but that's exciting!
Hi! I'm glad I've been able to help you along your ReShade journey!
qUINT_ReLight worked absolutely fine in TS4, but the one released in December, MartysMods_ReLight, wouldn't compile under dx9 (this was a compiling problem on Marty's end, he didn't realise it didn't work until I told him). He's put heaps of work into it since then, and now it does compile under dx9 (although needed a couple of last minute fixes the past couple of days - he doesn't have many dx9 games so relies on testers to spot things!).
The way ReLight's settings look changed between qUINT_ReLight and December's MartysMods_ReLight, and they've changed even more for this release. Basically the only settings that look the same when compared to the shader guide I made for it are how to position the point lights and that there are sections for 4 lights. Everything else has changed.
There is now a new light option, which creates a directional light that you can't move in terms of where it's placed but it casts shadows in different directions uniformly across the screen. There is SSS (sub-surface scattering), and the way you choose the colour of lights has also changed (instead of a colour picker now there are two sliders for temperature and tint).
I'll write a new guide at some point, once I've had more time to play around with it and can do it justice.
This latest ReLight does have a few little quirks in dx9 games. The shadows can sometimes be a little noisy, and it also suffers from some lines at the edges of cast shadows (similar to MartysMods_MXAO in dx9). This is a dx9 limitation unfortunately, and as Marty continues to iterate on his shaders to make them more powerful and better quality, dx9 implementation simply won't be able to keep up with it.
That's why some people may decide that for TS4 they prefer to stick with the older qUINT_ReLight version. It still works perfectly well, and doesn't have those little quirks that the newer, more advanced version has introduced.
However, you can choose instead to use DXVK to simulate TS4 running with the Vulkan api instead of dx9, which will banish those quirks, and let you use all of the various shaders that don't work at all or don't work very well under dx9.
To use DXVK, remove ReShade first (back up your ReShade installation beforehand in case you need it), and then just drop the correct DXVK dll file into your TS4 Bin folder. Then, you'll need to reinstall ReShade using the installer, and this time choose Vulkan as the api instead of dx9. ReShade will install as normal, and you can go ahead and use it as you normally would, but now with access to more advanced and fun shaders.