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Fast Shader

Fast Shader

This is a mod that reduces the processing of the shader and raises the frame rate per second of the NMS.

This is especially effective for low-spec GPUs. Enjoy a comfortable NMS!
Fast Shader does not support VR. Enjoy VR with beautiful vanilla graphics.

MIN especially disables shadows that are said to be GPU-intensive. Since the shadow function is not deleted, set the shadow setting to MIN.
Also does not perform standard Fast Shader optimization. Use this if you experience display problems. sorry.

MID additionally disables Depth Of Field and Particles. MotionBlur and TAA disable the function because the processing is large even with the OFF setting.
Also disables the effects displayed during UI display and NPC conversation. Optimize the display of galaxies and galaxy maps on the title screen.

MAX additionally disables Bloom, HBAO, LightShafts, SailingWay, SpeedLines, etc. The change in appearance is large.
Reduce the complexity of planetary terrain. If you want a normal display, increase the setting.

EXTREME also erases the display of the planet’s atmosphere and water, but it is light. Also disable some mask functions, such as scanning.
It would be nice if you could play NMS with CPU built-in GPU (Intel iGPU or AMD APU).

Please refrain from uploading the NMS play screen using Fast Shader.

 

FastShade change file PIPELINES / PIPELINEDEFERRED.BIN GCGRAPHICSGLOBALS.GLOBAL.MBIN GCENVIRONMENTGLOBALS.GLOBAL.MBIN

Thanks for the tool psarc MBINCompiler used in the packaging of the MOD!

Realistic ReShade – Visions Edition

Realistic ReShade – Visions Edition

Please READ EVERYTHING, INCLUDING FULL INSTALLATION NOTES, before downloading or asking questions

CLICK HERE to open Flickr Album with 146 high resolution before and after screenshots. It’s really hard to see the difference in the tiny thumbnails on this site. 

If the screenshots look REALLY dark to you, or if you install the ReShade and it’s REALLY dark, it’s because your monitor isn’t calibrated properly. The look of this ReShade is heavily dependent on your monitor’s brightness and contrast being properly calibrated. If you don’t know how to calibrate your monitor, here is a link showing you how:   How To Calibrate Your Monitor on Windows 10

Having said that, it is suppose to be a little darker in general and nights are suppose to be much darker with this ReShade. You will absolutely need to use your flashlight at night and in most caves. You can see for yourself in some of the before and after screenshots.

Before calibrating,  if you’re using an Nvidia card, open Nvidia control panel, go to “change resolution”, scroll down, click on “Use Nvidia color settings”, change to the following settings and click “Apply” at the bottom.

Desktop color depth – Highest(32 bit), Output color depth – Highest number available, Output color format – RGB, Output dynamic range – FULL

Okay, so, like my previous ReShades, I really just made this for myself to suit my own personal taste and I’m taking the time to upload here just in case anyone else would like to use it. If you hate the way it looks, you really don’t need to tell me. I don’t care.

My primary goal with this ReShade is to give the game a more realistic, cinematic look while being as lightweight as possible.  I average about 5 fps less with this ReShade, although some areas I do see up to 10 fps less. This number will vary based on your hardware. 

You can use whatever graphics settings you want. I recommend that your gamma be turned up to 128. 

I’m using the following visual mods in my screenshots:

Clean Screen

HD Clouds

No Blinding Lights

No High Clouds

No Space Dust

No Space Lines

Nofade FPS Booster

Peaceful Warp

Space Dream (standard version)

True Clouds

You don’t have to use any of these mods. This ReShade works and looks nice with the vanilla game as well, but your game may look slightly different from my screenshots if you’re not using these mods.

What this ReShade does: Sharpens Textures, Reduces over-saturated lighting and colors, resulting in more realistic, less plastic looking textures with more detail and more realistic lighting. Overall, this ReShade brings a clean, clear, crisp, modern sci-fi cinematic look to the game. The screenshots will give you a good idea, but you really have to see it in motion for the full effect. I can’t stress this enough, you really do have to see it in motion to get the full idea of the difference it makes.

This ReShade dramatically changes the look and feel of the game. If that’s not what you’re looking for, you won’t like it. If you’re looking for a more subtle change, you might want to give my last one a try. It still works fine. You can find that HERE.

You can hit the “home” key in game to open the ReShade configuration and turn off any individual fx that you don’t want or if you just want to experiment. Hit the numpad+ key to toggle the entire thing on and off while playing. Hit numpad- to take a screenshot. You can change where screenshots are saved in the configuration tab after hitting shift + F2.

BONUS PERFORMANCE NOTES:

After an absolute ton of experimenting with different settings in the TkGraphicsSettings file found in No Man’s Sky\Binaries\SETTINGS, these exact settings have given me the best performance I’ve ever had in this game. Solid 60+ in space and in stations and 35 – 60 on planets depending on the planet. More importantly, the game is silky smooth with absolutely no stuttering or freezing ever, which makes the dips down to 35 feel and look just as good as 60, and that’s WITH this ReShade running. Without it, I get around 5-10 fps more. So, even if you have no interest in using my ReShade, you may want to read through this if you’re having trouble getting good performance.

My build is an i7 3770, GTX 1050Ti 4GB, 16GB DDR3 RAM. Obviously, I can’t guarantee this is the best setup for your system, but can’t hurt to try it even if you aren’t using this ReShade.

NumHighThreads needs to be the number of threads on your cpu and NumLowThreads needs to be the number of physical cores on your CPU. This is one you can play around with a little bit because people are reporting vastly different results when experimenting with these numbers. Basically, one of them needs to be physical cores and one of them needs to be total threads, you can try it both ways to see which works best for you. Alternatively, some have reported that setting both to zero gave them the best performance. THIS IS THE SINGLE MOST IMPORTANT SETTING YOU NEED TO GET RIGHT. Literally made a 20 fps difference once I changed it from the default settings.

“FullScreen” value=”true” 
“Borderless” value=”false” 
“UseScreenResolution” value=”true” 
“ResolutionWidth” value=”1920″ 
“ResolutionHeight” value=”1080″
“VsyncEx” value=”Off” 
“GSync” value=”false” 
“ShadowDetail” value=”Normal”
“TextureDetail” value=”Ultra” 
“GenerationDetail” value=”High” 
“ReflectionsQuality” value=”Normal”
“AntiAliasingEx2″ value=”TAA_FXAA” 
“MotionBlurQuality” value=”Off”
“TerrainQualityEx” value=”High” 
“MotionBlurStrength” value=”0.000000″ 
“AnisotropyLevel” value=”16″ 
“FoVOnFoot” value=”100.000000″ 
“FoVInShip” value=”100.000000″ 
“Brightness” value=”128″
“MaxframeRate” value=”160″
“NumHighThreads” value=”8″
“NumLowThreads” value=”4″ 
“TextureStreamingEx” value=”On” 
“TexturePageSizeKb” value=”32″ – (You may have to add this line. The full code to add is: <Property name=”TexturePageSizeKb” value=”32″ /> 
“ShowRequirementsWarnings” value=”true” 
“RemoveBaseBuildingRestrictions” value=”false” 
“MouseClickSpeedMultiplier” value=”0.500000″ 
“AmbientOcclusion” value=”HBAO”
“UseTerrainTextureCache” value=”true” 
“UseArbSparseTexture” value=”false” 
“EnableTessellation” value=”true” 
“UseHDR” value=”true” 
“UseLightshafts” value=”true”

I also have the following settings changed in Nvidia Inspector:

Maximum pre-rendered frames = 1

Triple buffering = on

Vertical Sync – Force On

Power Management Mode = Prefer Maximum Performance 

Shadercache = Off

Multi display/mixed GPU acceleration – Muti display performance mode (put on single display if you only have one monitor)

The next few settings are way down under the “other” section.

Memory Allocation Policy = WKS_MEMORY_ALLOCATION_POLICY_AGGRESSIVE_PRE_ALLOCATION 

OpenGL default swap interval fraction = OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES

OpenGL default swap interval sign = OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE

Lastly, I’ve also found that setting the priority for NMS.exe in task manager to realtime seems to make a difference in the smoothness for me.

Again, I can’t promise any of this will change your performance, but I thought I’d post the settings I’m using to get great performance and you can do what you want with the information. 

REALISTIC RESHADE – NEXT EDITION

REALISTIC RESHADE – NEXT EDITION

Please READ EVERYTHING before downloading or asking questions

CLICK HERE to open Flickr Album with many more large, high resolution before and after screenshots. It’s really hard to see the difference in the tiny thumbnails on this site. 

If the screenshots look REALLY dark to you, or if you install the ReShade and it’s REALLY dark, it’s because your monitor isn’t calibrated properly. The look of this ReShade is heavily dependent on your monitor’s brightness and contrast being properly calibrated. If you don’t know how to calibrate your monitor, here is a link showing you how:   How To Calibrate Your Monitor on Windows 10

I stopped playing for a long time and was a little surprised when I came back to find that my old ReShade (Found Here) for Atlas Rises had almost 5,000 downloads, so I decided to do an updated version for NEXT. Like the previous ReShade, I really just made this for myself and I’m uploading here just in case anyone else would like to use it. 

My primary goal with this ReShade is to give the game a more realistic look while being as lightweight as possible. I spent about 20 hours tweaking this before settling on this final version that I believe impacts the visuals the most while impacting performance the least. I average about 5 fps less with this ReShade, although some areas I do see up to 10 fps less. This number will vary based on your hardware. 

You can use whatever graphics settings you want. I recommend that your gamma be turned up to 128. The screenshots I’ve provided are 1920×1080 at max settings. 

The only visual mod I’m using in screenshots is: Clean UI for NEXT

So, the changes you see in the screenshots are due to this ReShade and nothing else.

What this ReShade does: Sharpens Textures, Reduces over-saturated lighting and colors, resulting in more realistic, less plastic looking textures with more detail and more realistic lighting. Greatly reduces color banding in sky, especially at night. Overall, this ReShade results in a clean, clear, crisp look to the game. The screenshots will give you a good idea, but you really have to see it in motion for the full effect.

You can hit shift + F2 in game to open the ReShade configuration and turn off any individual fx that you don’t want or if you just want to experiment. Hit the numpad+ key to toggle the entire thing on and off while playing. Hit numpad- to take a screenshot. You can change where screenshots are saved in the configuration tab after hitting shift + F2.

PERFORMANCE NOTES:

After an absolute ton of experimenting with different settings in the TkGraphicsSettings file found in No Man’s SkyBinariesSETTINGS, these exact settings have given me the best performance I’ve ever had in this game. Solid 60+ in space and in stations and 35 – 60 on planets depending on the planet. More importantly, the game is silky smooth with absolutely no stuttering or freezing ever, which makes the dips down to 35 feel and look just as good as 60, and that’s WITH this ReShade running. Without it, I get around 5-10 fps more.

I also have the following settings changed in Nvidia Inspector:

Maximum pre-rendered frames = 1

Triple buffering = on

Vertical Sync – Force On

Antialiasing Mode = Enhance the application setting

Antialiasing Setting = 2x [2x Multisampling]

Antialiasing Transparency Multisampling = Enabled

Antialiasing Transparency Supersampling = 2x Supersampling

Power Management Mode = Prefer Maximum Performance 

Multi display/mixed GPU acceleration – Muti display performance mode (put on single display if you only have one monitor)

Memory Allocation Policy = WKS_MEMORY_ALLOCATION_POLICY_AGGRESSIVE_PRE_ALLOCATION (have to scroll way down for this one, it’s under “other” settings

My build is an i7 3770, GTX 1050Ti 4GB, 16GB DDR3 RAM. Obviously, I can’t guarantee this is the best setup for your system, but can’t hurt to try it even if you aren’t using this ReShade.

NumHighThreads needs to be the number of threads on your cpu and NumLowThreads needs to be the number of physical cores on your CPU. This is one you can play around with a little bit because people are reporting vastly different results when experimenting with these numbers. Basically, one of them needs to be physical cores and one of them needs to be total threads, you can try it both ways to see which works best for you. Alternatively, some have reported that setting both to zero gave them the best performance. 

“FullScreen” value=”false” 
“Borderless” value=”true” 
“UseScreenResolution” value=”true” 
“ResolutionWidth” value=”1920″ 
“ResolutionHeight” value=”1080″
“VsyncEx” value=”Off” 
“GSync” value=”false” 
“ShadowDetail” value=”Normal”
“TextureDetail” value=”Ultra” 
“GenerationDetail” value=”High” 
“ReflectionsQuality” value=”Normal”
“AntiAliasingEx2″ value=”TAA_LOW” 
“MotionBlurQuality” value=”Off”
“TerrainQualityEx” value=”Ultra” 
“MotionBlurStrength” value=”180.000000″ 
“AnisotropyLevel” value=”16″ 
“FoVOnFoot” value=”100.000000″ 
“FoVInShip” value=”100.000000″ 
“Brightness” value=”128″
“MaxframeRate” value=”160″
“NumHighThreads” value=”8″ 
“NumLowThreads” value=”4″ 
“TextureStreamingEx” value=”On” 
“TexturePageSizeKb” value=”32″
“ShowRequirementsWarnings” value=”true” 
“RemoveBaseBuildingRestrictions” value=”false” 
“MouseClickSpeedMultiplier” value=”0.500000″ 
“AmbientOcclusion” value=”HBAO”
“UseTerrainTextureCache” value=”true” 
“UseArbSparseTexture” value=”false” 
“EnableTessellation” value=”true” 
“UseHDR” value=”true” 
“UseLightshafts” value=”true”

 

Again, I can’t promise any of this will change your performance, but I thought I’d post the settings I’m using to get great performance and you can do what you want with the information. 

 

Planet Atmosphere

Planet Atmosphere

Make far away planets become realistic with the touch of atmosphere.

The effect only appear at day, at night still like the original.

This is my first mod,  so i’m sorry if anything goes wrong.

Realistic ReShade (Atlas Rises Compatible)

Realistic ReShade (Atlas Rises Compatible)

NEXT VERSION AVAILABLE HERE:  https://videogamemods.com/nomanssky/mods/realistic-reshade-next-edition/

PLEASE READ EVERYTHING BEFORE INSTALLING.

I uploaded quite a few screenshots here, but looks like only two are showing up for some reason, so here’s a link to an album with 114 before and after shots: Flickr Album

My primary goal with this ReShade was to make everything look more realistic with a focus on less saturated colors, better ambient lighting, and bringing out a bit more detail in textures. Nights on planets, caves, and space are much darker as well. I’m not using any other mods that change the darkness of anything, so I have no idea what this will look like if combined with mods like Dark Space or Darc Caves.

The only mods I’m using in the screen shots are:
Chromatic aberration + vignetting + scan lines removal for 1.1
Aliens buildings Overhaul

So, every change you see in the screenshots is due to this ReShade and nothing else.

FX USED:
Ambient Light, Color Matrix, Clarity, Colorfulness, Curves, DPX, Emphasize, Fimic Pass, FXAA, Gaussian Blur, Levels, Lumasharpen, SMAA, Technicolor, Technicolor2, Tonemap, Vibrance, Vignette, HQ4X, Deband

GAME SETTING USED IN SCREENSHOTS:

1600×900 resolution, V-sync – off (forced on through graphics card settings), TAA, Motion Blur – off, Anisostropic Filtering – 1 (set to 16 in graphics card settings), Texture – Ultra, Shadows – High, HBAO – on, Reflection Quality – High, Light Shafts – off, FPS – max, Gamma – 128

You should be able to adjust any of these to your liking or to help with performance.

Speaking of performance, I get a 5-10 fps drop in space and in stations with this ReShade and a 10-20 fps drop on planets. For some reason I get the worst fps drop when I’m outside around my base, but not much of one when I’m actually inside it. So basically, expect a pretty significant fps drop, but I encourage you to try the ReShade out in various locations before deciding if it’s too much of hit for you. I don’t spend much time standing around right outside my base, so the big hit I get there doesn’t matter much to me.

You can hit shift + F2 in game to open the ReShade configuration and turn off any individual fx that you don’t want or if you just want to experiment. There is no way to toggle the entire thing on and off while playing though.

UPDATE 1.2:

I have added a second version to this download that disables some effects while only very slightly changing the overall appearance. You should get a 5-10 fps boost with this version compared to the original. For example, with the old version, I was getting around 52-55 fps in space. With the new version, I get a steady 60 fps in space. I’m getting an average or 8-10 better fps on most planets with the new version. I’m leaving the old version in the download as well for anyone who is happy with it.

UPDATE 1.3:

Added third version to download that makes nights, caves, and interiors less dark. It is still darker than the vanilla game.

FXAA EXTREME PC SETTINGS

FXAA EXTREME PC SETTINGS

The FXAA.h file included in the game is based off of version 3.9 and only uses 6 total passes.  You’re also stuck with max subpixel aa even if you don’t like/want it.

I used that file as a base, and added the changes present in the latest FXAA 3.11 version, set it to use the Extreme PC settings for 12 total passes, and then applied the default settings commonly found in reshade/sweetfx (which are perfectly fine).  You have the choice between using 0, .25, .50, .75, and 1.0 for subpixel aa.

Thanks to: Hello Games (No Man’s Sky), Timothy Lottes (FXAA), Matthieu Milan (psarc), Alex Maltea (porting psarc to vs2012)

WHY:  Because there’s a problem somewhere between my video card’s opengl drivers and NMS’s engine which causes flickering/strobing in certain situations when I inject reshade into the game, and the game’s FXAA shader is too low quality for me (no offense).  But let’s say reshade works fine for, why would you use this over just injecting fxaa?  Well, one advantage is that it won’t affect the text in your inventory screen like injecting through reshade would.  That’s really all I got… everything else I thought of is pretty minor.

 

Comparison screenshots are up.  Which one is good for you depends on how much subpixel aliasing you can live with, how much blur/smooth you can live with, your native resolution, whether you’re downsampling, etc.  The usual.  I normally prefer SMAA for subpixel aa, but that’s not working correctly in this game for me at all.  I might be able to hijack an ingame shader for it, but I doubt it, because it’d probably already be an option for us if it was that easy (probably).

 

Default Ingame FXAA settings:

#define FXAA_QUALITY__SUBPIX (1.0)
#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (0.08333)
#define FXAA_QUALITY__EDGE_THRESHOLD (0.125)
#define FXAA_QUALITY__P0 (1.0)
#define FXAA_QUALITY__P1 (1.5)
#define FXAA_QUALITY__P2 (2.0)
#define FXAA_QUALITY__P3 (2.0)
#define FXAA_QUALITY__P4 (4.0)
#define FXAA_QUALITY__P5 (2.0)

 

Modded FXAA settings (EXTREME QUALITY — yes, that’s actually what the preset is called in the 3.11 code):

#define FXAA_QUALITY__SUBPIX (0.0) //this is according to personal preference
#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (0.000)
#define FXAA_QUALITY__EDGE_THRESHOLD (0.166)
#define FXAA_QUALITY__P0 (1.0)
#define FXAA_QUALITY__P1 (1.0)
#define FXAA_QUALITY__P2 (1.0)
#define FXAA_QUALITY__P3 (1.0)
#define FXAA_QUALITY__P4 (1.0)
#define FXAA_QUALITY__P5 (1.5)
#define FXAA_QUALITY__P6 (2.0)
#define FXAA_QUALITY__P7 (2.0)
#define FXAA_QUALITY__P8 (2.0)
#define FXAA_QUALITY__P9 (2.0)
#define FXAA_QUALITY__P10 (4.0)
#define FXAA_QUALITY__P11 (8.0)

 

 

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