Call of Duty 2 [Ray tracing GI - 4K:60FPS] ๐
Call of Duty 2 [Ray tracing GI - 4K:60FPS] ๐
Well this is a fantastic game, but the graphics need some refresh.
The Raytracing shader does a good job but you must adjust it from level to level.
Well i couldn't set up ray tracing shader to work out of the box so i had to use DirectX 1-11 to OpenGL/Vulkan wrapper called WineD3D.
When the game is running under OpenGl/Vulkan API the frame rate suffers however the shader works.
WineD3D
https://fdossena.com/?p=wined3d/index.frag
I'm using a shader that was created by Pascal Gilcher that works with reshade, if you want to grab this shader you need to become a part of his patreon community.
https://www.patreon.com/mcflypg/posts
reshade
https://reshade.me/
Why i use RayTracing Global Illumination in the title?
This is the information i base my title on:
"Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing."
https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade
If you don't agree with that statement you can discuss it over that page.
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