I'm no game dev, but after some digging, i think i found 3 ways to make VV perform a bit better without compromising vibrance.
1. Reflections: this one's a bit bold, and i can't guarantee if performance will be better or worse. But the idea is to use low res planar(e.g. 240p or even 144p) + blur/distortion effects(depending on the surface/block) to get the same blocky reflections that current Vibrant Visuals achieves via SSR. IF this concept offers better performance than SSR(which i can't guarantee), then we'd also have objectively better reflections too because no more weird cutoffs that SSR suffers from.
2. Fog: Arguably one of the most beautiful parts of VV. But for performance's sake, we can try a hybrid. Instead of ray marching for the rays, use screen space solutions using the existing depth buffers. And keep the volumetric grid to render the 3D haze and primarily fog density data to determine the intensity of the god rays. This should give volumetric feel without the math.
Finally, pls add DLSS, FSR and XeSS lol. RTX thrives with the help of these, with cards as "weak" as 2060 getting 60+fps on RTX. VV needs it.
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