@@travislash205 Marty McFly's Ray Tracing shader is available via his Patreon at the $5 dollar tier. I think it would be a little shitty to distribute it around, so imma just say check out Marty McFly's Patreon and make sure you have your Discord account linked.
Halo 3 ODST is already a good looking game with its atmosphere and it would look fantastic with ray tracing. Although I wish there was rain so the light would reflect and puddles and stuff.
"Cinematic"? More like "Halo 3: Master Chief's near-sightedness". In this version of the game, Master Chief suffers of Myopia and he has to find Dr. Halsey so he can have Spartan Laser surgery.
It basically blurred wherever you’re not looking, to make it look like your peripheral sight in real life.. focus on your phone and look through your peripherals and you’ll notice this effect in real life
@@dongo6988 most of us know what the effect is supposed to be replicating. Problem is without eye tracking tools it's just... bad. We already focus where we look and pay less attention to what we aren't focusing on. Some people are happy with depth of field but those who aren't usually strongly dislike it. It adds next to nothing as a gameplay mechanic and isn't that immersive because we only exert control over our character's head/main body, not their eyes.
I don't know why youtube keeps puting the videos that I watch in 480p. I just now as I'm writing this, realized that the whole video was in 480p, until I put it on 1080p and saw the master chief was a plasma cannon. It's beautiful.
Halo 3 lighting system: "The metal hallway is *my* responsibility" LNG: "Was your responsibility..." *Starts up reshader* "...now it is mine. A glossy fate awaits you and the rest of your incompetent settings, and I - LateNightGaming, God of Reflections will send you to it!" "When your audience learns of this, they will take your head!" "When they learn? Hahaha, fool. They ordered me to do it." (Altered Halo 2 quote two: electroc boogaloo. I'm glad this video's back in all its cursed glory)
Could you in theory change halo CE anniversary “atmosphere” to resemble the OG game but keeping the new remastered graphics? That would be cool to try in 343 guilty spark
Well as a filter it doesn't have the in engine understanding of what is rough and what isn't. It's a screen space filter and nothing more. Not much more can be done without in engine mods like what may come when they add mod tools.
4:40 If you don't like youtube's compression, you can kinda-sorta game it by rendering the video in 1440p or above when you're finished editing (perhaps in integer-scaled 4K) and uploading that. RU-vid's compression gets fantastically better starting at 1440p
No one: Late Night Gaming: *_Your game will burn, until it's surface is but glass! And not even your Demon will live to creep, ray traced, from its hole to mar the reflection of our bloom; the culmination of our visuals. For your reshade is the will of the gods! And I...I am their instrument!_*
Just saw this, very hyped! (Also are you still looking for vid recommendations during lockdown? I posted one on here, but not sure if it's something you still care for haha)
@@LateNightHalo Nice! My recommendation was for a video focusing on cut levels from Halo games? (Unless you've done this already) But also expanding to levels you wish you could have seen, missed opportunities etc, I'm sure you've had some ideas yourself and would love to hear your thoughts) Hope you and your sister are feeling better now too from THE plague.
The CrTV bit is not how I remember. I remember it being more exaggerated by the blue lines on the screen compared to the reupload version which is clean and like a foot away.
@@littlefrank90 Nonsense. DoF is good in static screens where you need the player's eye focused on a specific target, DoF blurs out the background where you don't want the attention - this is how camera lenses work. And sharpen can look good if you use a quality adaptive intelligent sharpen, where the shader knows where to sharpen and where not to sharpen. Too many people just drag a slider to 50 then think that looks good. Sublety is required, and you would be surprised just how blurry some games are, especially toggling between on and off in real time. If you use debug mode, if it's available, then make sure edges aren't sharpened, as that is where aliasing will be required, and you don't want to sharpen aliased edges, or the effects counter each other.
@@littlefrank90 Radeon Image Sharpening and the Nvidia equivalent look pretty good if you use a subtle amount of it, they're specially good at bringing back all the details washed out by TAA, or at making upscaling from a lower resolution look better by getting rid of the blurriness that comes with bilinear upscaling.
@@stargazer162 Well for upscaling just use integer scaling. It looks way sharper than the alternatives, though it may cut your frame rate by about 1-2%. Though sharpening does make it look nicer I recommend just turning on integer scaling more.
@@Skylancer727 Unless you're at 4k or higher, there is sadly very little use for Integer Scaling, I mean I doubt anyone would want to play at 540p on a 1080p monitor, and even 720p on a 1440p monitor will still look terrible. For 4k it's good, but if you can afford to run 1440p with RIS or higher it will still look better simply because there are more pixels, and CAS / RIS is pretty good at upscaling, and yes, it does not only sharpen, it also upscales. No idea about Nvidia Sharpening though, in AMD's case it is well documented in a PDF how the upscaling works.
Hey bud! How are you today! Me and my son enjoy these videos a lot! after the group chat you two did he was super happy, he came out of his room saying: Yes Dad Yes!! I Did It!! He Is My Friend Now!! and I said: Yay! I knew you could do it!! and we had some left other cake from my 40th birthday and we had a amazing night! Thanks for being awesome just like always bud!! and yes, we both agree halo 3 is beautiful. and you did an amazing job!! He also talked about how you said you might bring back Q&A and you might feture one of his ideas! Thanks dude!
Ah, yes, Raytracing. The oil simulation. I love how *wet* it makes everything. Really love how it makes those interior shots look mildly flooded. Such a good look for an industrial zone. And the depth-of-field, I love it! Who cares if you don’t have peripheral vision anymore? As long as it looks *cinematic,* everything’s fine!
Yeah Depth of Field is certainly my most hated filter. "Oh you're looking at that one point on your screen where something is moving? Nah. Just gonna blur that for you because Chief's eyes are a camera now." That and God Rays. "Ah. Welcome to the world that is always smoggy."
@@Unethical.Dodgson gonna guess you hate motion blur too? I don't blame you when it comes to poor implementations but honestly if done right all these effects can make almost any game looks gorgeous, it's just gotta be done right, with subtlety and substance.
Nice. Just one note: this is not the "RTX" we all know and want ( like Nvidia 's) Ray tracing is a very broad term. This (and RTX and basically all the Ray tracing in current news) implementation will never be possible with ReShade. Simple, screen space (using only already rendered data, anything outside screen or occluded by objects...) ray tracing is possible but it will never reach on the quality
Reshade injects itself into the depth buffer of a game. Which is how reshade ambient occlusion and global illumination is possible. (AO and GI is technically also ray tracing) the problem with reshade RTX shaders is that they don’t know how reflective a surface is supposed to actually look. It treats each surface the same and gives everything equal light bounce and reflectivity. It doesn’t know that this surface is supposed to be concrete and non reflective and that surface is glass, it just treats them the same.
@@MIKENIKEanimation You literally explained what screen space reflections are while trying to convince us that it pretty much IS ray tracing. Nice try on explaining, but what you said was false. Actual ray tracing calculates bounces of lights outside of the viewport including color data and also including the roughness, smoothness, transparency etc.. of the surface. The latter is much more difficult to do and requires different math than what rasterization does (Floating Point cores or shaders), hence RT cores.
The gameplay is like if Chief dropped acid. He'll be blasting covenant grunts one second and then see a really pretty traffic cone and notice the universe in the beauty created by it's reflection
It also doesnt seem to take into account the roughness of a surface. Tbh to make raytracing actually look good the materials would have to be physically based i think.
AO still needs tweaking, as it's doing the ghost rim ink blotch thing (10:08, play at x0.25 speed, and watch the edges of the guns and Chief's hands messing with the AO near them, as well as the shifting AO). That ink blotch thing might be fixed by adjusting sample range, and if you can, I'd increase its brightness by about 50%, as it's creating solid ink shadows despite direct light being present on those surfaces. My experience is mainly with ENB (examines the 3D space, not just post process) and since ReShade is unfortunately 100% pure post processing (why your crosshair/HUD, and even Steam overlay are effected), it may not even be possible to fix. Other than that, lookin' damn good!
They really did hit it with the lighting in Halo 3 as well as many other things. They used a combo of PRT, baked shadows and dynamic shadows which made it look much better than anything else at the time. Anything that doesn't move you can pre-render how shadows will look in thoes places but then have some dynamic shadows over that. You get that gradual light diffusion effect that raytracing gives but without having to render it in real time and then dynamic shadows over that. Some of the textures and shaders were pretty insane for the time too mostly metals. Even in 4k chiefs armor looks super detailed up close
And thanks to the amount of income it generates, neither of two big raytracing mods will ever be finished, forever doomed to the abused paywall system modders/artists use now.
I don't think this is the case because if you think about it its a brute force method of injecting rays at a software level, while not perfect it is a rather "optional" to have this on your computer. If game devs are able to utilize it at the backend of their engine then there is no need for this software but its cost you more to have the "best experience" money can buy and only have a handful of games that utilize ray tracing in the first gen of RTX cards. Marty's software can be injected to any game that has access to depth buffers so I think its a win win situation for those that don't have an RTX card in their systems'.
If paying $5 for software you can inject in any game supported by reshade bothers you that much then you need to grow up. Nobody is forcing anyone to buy it and he sells it because he put in a ridiculous amount of hours that you aren't willing to put in. He gave the community something bad ass. I've used it in many games and emulators. Well worth more then the $5 I paid.
Today I found out that Halo 3 prophet of truth is voiced by the same dude who voice acted Mankar Camoran from TESIV Oblivion. That’s so incredibly fitting.
This was something I heard and agree with on Oneyplay's Metal Gear Rising lets play. that really, we've reached a point in graphics, that pretty much any game with good enough 3D models and textures from like 2010-Now is like peak graphics and whats really gonna make games look better is the lighting and any post process effects that are applied. Cause theres gonna be a stage where an artist gets to the point of not being able to add anymore detail. For me, lighting has been the most important part of the process. As the most important information of an object is the Height, AO and Roughness.
*343:* No, You can't just make everything chrome 😢 *LNG:* GLASS GLASS GLASS! I'M GONNA TURN UP THE GLASS, SHINING THE FLOOR WITH RAY TRACING! SHINE SHINE SHINE! I'M GONNA GLEAM UP THE MAP, BY ABUSING THE LIGHTING!
Can I say thank you for your videos, they are such a relaxing pastime and I've been bingeing them recently :). You recently asked for recommendations: So could I suggest a video focusing on cut levels from Halo games? (or levels you wish you could have seen, I'm sure you've had some ideas and would love to hear your thoughts) Hope you're feeling better now too btw!
In the new Infinite teaser, the "cracks" on the left side of the screen slightly move independently from the screen and viewpoint. I'm not sure, but I think it COULD mean that the Flood are back.
I want the Flood back, and everything we've seen indicates that Infinite is supposed to be a return-to-form, so I wouldn't be surprised. However, that kind of picking at indistinct visuals in trailers is ALWAYS wrong.
That's what it is, it's a reshade filter, it only has the screen space to write the reflections. But it is ray tracing as you can tell with the shadows, light bounce changing the colors of rooms, etc. It's just not in engine ray tracing, but it is indeed ray traced. Though it also runs like 5 times faster than in engine ray tracing so I don't think that's really a bad thing.
The reason why the lighting in Halo 3 was so good: Halo used TWO framebuffers for increased colour depth, one for HDR and another for LDR values from lighting. It also used a more expensive form of polygon shading that results in a more realistic drop-off. The game ran at 640p as a result but in photomode (where the images are supersampled to get rid of aliasing, and higher resolution shadows with self-shadowing applied) the game looked ultra-realistic because of the advanced lighting.
Well that's the depth of field, the sharpening filter obviously did make it sharper. And the ray tracing did add more shadows and color bounce, not just reflections.
The ray-tracing should be based on the roughness of the texture. That way some parts might shine while others will be duller which is how things should look. If it's not based on texture roughness then everything will just look shiny rather than how it would look in real life!
Can't be done out of engine. Reshade is an external program, it doesn't know roughness. But the color bounce and shadows are also added when ray tracing is turned on so in all I say it's an improvement.
Raytracing GI is arguably the most important function that lots of people overlook, its what allows lighting to naturally interact with its environment and will help reflections and the shadows behave more nuanced and natural.
@@LateNightHalo but that's fine, just upload the ini/txt file of your preset and then all we gotta do is get the raytracing stuff and load your settings :)
I still have goosebumps playing Halo 3. Now you made me get the game again with those modifications. I wish these games where reconstructed again with the next generation graphics. I will buy Halo 1, 2 and 3 all over again.
Ok I hate being this guy how ever I’ve watched quite a few videos and subscribed so I feel I can voice something that is slightly annoying. You are overly dramatic personally to the point it makes watching the videos hard.. I LOVE the content but I just can’t get over the dramatic tone.. sorry man.
I enjoyed the absurdity of the ultra reflection filter at the end. The one thing I hate about ray trace injections are all the reflections on non-reflective surfaces.
That field of view experiment looked amazing.... Like it was just enough to not be distracting, but make it look so much more realistic. I wish more games would do that.
Hey Late Night Gaming, just wanted to say thank you so much for doing this amazing job with the re-shading. My name is Frank Capezzuto, I worked at Bungie in 2007. This was the main level I worked on as an 'Environment Polish Artist' while I was at Bungie in 2007 for 'The Storm' level, as well as one of the main concept artists for this level as well. Polish artists would take 'Massout' levels which were playable grey boxes, and then do the shading, concept art, lighting, and refined modeling to make the levels look finished. We would also do the high rez 'Clutter' objects and 'Decorator' objects for garbage, grass and debris, as well as the Binary Space Partition main level geometry that were used for PVS calculations. I wanted to say thank you for doing an awesome job with the re-shading, doing respectful passes at bringing to next-gen quality while keeping the traditional look alive. That yellow curb shader you upgraded, I did the bitmap for as well as most of the level bitmaps (back then authored by hand), with hand-painted bump and spec maps. Before we switched over to Zbrush for levels. Other mods lens flare their way to success, however, you made the right choices to make things higher rez, however still readable and fit with the narrative of the level. Thank you so much for keeping Halo 3 alive! Appreciate it super duper much!
You did a good job of balance and having the effects be subtle but noticeable. Good job mate, your right too halo 3 is timeless and for 07 that game wasn’t nothing short of revolutionary