@lukeclarckson Everything gets affected. This changes base game shaders, and there is no way to differentiate between cutscene/gameplay.
Cutscenes receive a noticeable bump in quality but still look the same they did in the base game (that's when the game was at it's best visually anyway)
Going to also link the video to this thread as well since it's more current than these older screenshots that don't have some of the newer adjustments/modifications I've implemented since then - https://t.co/MRXbr8x6uK
@batv4leska@maximilian_@Naxshe22 I don't think there's any performance/visual drawbacks to the contact shadows at all for VIIR and believe they should be using them already. With SSGI however it has more visible screen space problems than AO, and is quite costly. SSR not so much but important for reflections.
@ClawClatic No custom models. Also during my development/tests ReShade is working fine and I can use it (though some users report issues but don't provide enough info unfortunately)
@batv4leska@maximilian_@Naxshe22 2.0 Builds on 1.0 so contact shadows are still there. Just more effects/modifications to new shaders. Screen space artifacts are not that noticeable, except for SSR/SSGI. Officially I wouldn't implement but I can only play these cards to improve the lighting in this limited case
@theeviljonkla@Naxshe22 I sympathize, this should happen in future updates but it's alot of work (will be quite a while from now). The guides/videos I made make the process much easier, even alot of non-savy people I know are getting it to run. It's not too bad I promise.