• Hi Guest!

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PostFx Pro V2 - Post Processing for Desktop & VR (Beta)

Paid Plugins + Scripts PostFx Pro V2 - Post Processing for Desktop & VR (Beta)

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Skynet

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Skynet submitted a new resource:

PostFx Pro - Post Processing for Desktop & VR - Post processing effects for both Desktop & VR, Featuring effects like SSAO, SSGI & some extras.

-- Description:
- Post Processing plugin with effects that are fully compatible with VR mode, featuring:
* SSAO: Screen Space Ambient Occlusion.
* SSGI: Raymarched Global Illumination. (Bounce Lighting)
* DOF: Depth Of Field with HQ bokeh with multiple shapes.
* LUT: Color Grading that supports Unity's strip LUT formats.
- Tooltips system, providing explanation for each UI parameter in the plugin.
- Compatible with VaM screenshot cameras + MacGruber's...

Read more about this resource...
 
HI! can we use super shot with this?
I really want 8K res screenshot wit SSAO
 
HI! can we use super shot with this?
I really want 8K res screenshot wit SSAO
hello, yes you can! but it will take a long time to render the temporal samples so i advise you to use 4K until i optimize it further
 
Skynet updated PostFx Pro - Post Processing for Desktop & VR (Beta) with a new update entry:

update v2

-- New Features & Improvements:
- NEW ray traced screen space global illumination method (RTGI) instead of older SSGI method, much more accurate and nicer looking.
- Added Bloom.
- Added Motion Blur.
- New & Improved denoiser passes for SSAO & RTGI.
- Added temporal samples slider for screenshot cameras, lowering will help with vam long freezes during high resolution screenshots.
- Added texel modifer for all blur kernel in DOF so it remains...

Read the rest of this update entry...
 
This is really incredible work @Skynet, but the performance impact is pretty noticeable.

On a 5090, for instance, I drop from ~200fps to ~100fps with this on (including SSAO + RTGI).

Suggestions:
I'm running some experiments with Claude Code to put a caching layer in front of that, and it brings that back up to around 150. Basically once the maps are computed, it can cache the result and re-apply that cached result each frame unless something in the scene/plugin changes. That effectively bypasses some compute on a frame-by-frame basis.

Even with that semi-modest result, I'd highly recommend adding something like that into the core plugin. In the meantime, I'm running a battery of other tests to see if we can get this as close to "free" (fps-wise) as possible... and will next be turning my sights to the also-impressive SSS plugin.

Anyway, I'm more than happy to share any results with you (including sending you back the modified plugin if you want to diff it), or collab to help you tune any of these plugins.

Cheers!
 
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