

ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
I'm sorry, but this isn't true. Reshade does a lot more than that, and obviously that's an advantage which developers don't necessarily have the ability to implement due to time and/or budget constraints. That being said, I've played around with those settings you mentioned and the game does absolutely still have a "fog filter" on top of everything. ESO is not the only culprit, of course.


To my eyes I like the look of ESO and I actually don't like your reshade examples which look too contrasty to me. It's an artistic choice and much of the day in the real world light will just look boring. I don't want my game world to look like that.
A LOT is going to depend on people's screen settings though. Ie what your screen physically presents to your eyes. Which unfortunately isn't something you can screenshot. It's notable that since the death of CRT screens, for instance, many monitors don't have good black levels which may make some games look more washed out than they're intended to be.
ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
I'm sorry, but this isn't true. Reshade does a lot more than that, and obviously that's an advantage which developers don't necessarily have the ability to implement due to time and/or budget constraints. That being said, I've played around with those settings you mentioned and the game does absolutely still have a "fog filter" on top of everything. ESO is not the only culprit, of course.
ReShade also plays around with colour-correction but you can alter that the colour profile through your graphics card, as well as antialiasing which can also be adjusted in the game settings. In addition to that ReShade has post-processing tools that if part of the game would massively hamper performance.
ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
I'm sorry, but this isn't true. Reshade does a lot more than that, and obviously that's an advantage which developers don't necessarily have the ability to implement due to time and/or budget constraints. That being said, I've played around with those settings you mentioned and the game does absolutely still have a "fog filter" on top of everything. ESO is not the only culprit, of course.
ReShade also plays around with colour-correction but you can alter that the colour profile through your graphics card, as well as antialiasing which can also be adjusted in the game settings. In addition to that ReShade has post-processing tools that if part of the game would massively hamper performance.
But why should it be necessary to make any changes at all? That's what I'm asking. Again, I get that displays are different, that's not the point. ESO, and other games as well, do this a lot these days, and it's odd to me that developers choose to build their games this way. Reshade does not affect my performance at all, though it might for some on lower-end machines. Default AA doesn't do nearly enough, or not nearly well enough, which is why it's still a valuable tool in Reshade.
To my eyes I like the look of ESO and I actually don't like your reshade examples which look too contrasty to me. It's an artistic choice and much of the day in the real world light will just look boring. I don't want my game world to look like that.
A LOT is going to depend on people's screen settings though. Ie what your screen physically presents to your eyes. Which unfortunately isn't something you can screenshot. It's notable that since the death of CRT screens, for instance, many monitors don't have good black levels which may make some games look more washed out than they're intended to be.
Guys, I fully agree that monitors and GPU settings vary, and you may not agree with my Reshade configuration, but even after viewing this on multiple monitors and my phone, I think they still look much better than the default, which presents a grey fog and muddier textures no matter what. Adjust contrasts per your preference and it's clearly better than vanilla.
ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
Guys, I fully agree that monitors and GPU settings vary, and you may not agree with my Reshade configuration, but even after viewing this on multiple monitors and my phone, I think they still look much better than the default, which presents a grey fog and muddier textures no matter what. Adjust contrasts per your preference and it's clearly better than vanilla.
That's your opinion, and one you're perfectly entitled to hold.
I initially thought you had put this thread up in order to have an open discussion on the merits and demerits of Reshade, and whether developers should use it as standard. It now seems increasingly clear that you won't accept any contrary opinions from posters whose faulty settings are in your view responsible for them not seeing Reshade as clearly better than vanilla.
ReShade is basically fine tuning the Depth of Field and Ambient Occlusion settings. You can achieve a similar effect by simply changing the in-game DoF and AO settings.
Edit: Typos
In this case it's also doing color and contract balance passes.
To the original poster:
In the end it comes down to preference and artistic choice. Some prefer a more balanced color without the blow-outs and black-outs and some prefer a stronger contrast. It's also why you monitor and video card come with tons of settings to choose from in order to modify color and contrast balance as well.
P.S. Color is a waaaay more complicated topic than most people realize and it's entirely possible that techniques and technologies that exist now did not exist when they were designing this stuff.
I'm not talking about the merits and demerits of Reshade, I'm trying to discuss the default settings for the game, and why they look foggy and muddy, and why other games do as well.
Guys, I fully agree that monitors and GPU settings vary, and you may not agree with my Reshade configuration, but even after viewing this on multiple monitors and my phone, I think they still look much better than the default, which presents a grey fog and muddier textures no matter what. Adjust contrasts per your preference and it's clearly better than vanilla.
That's your opinion, and one you're perfectly entitled to hold.
I initially thought you had put this thread up in order to have an open discussion on the merits and demerits of Reshade, and whether developers should use it as standard. It now seems increasingly clear that you won't accept any contrary opinions from posters whose faulty settings are in your view responsible for them not seeing Reshade as clearly better than vanilla.
I'm not talking about the merits and demerits of Reshade, I'm trying to discuss the default settings for the game, and why they look foggy and muddy, and why other games do as well. I'm including Reshade in the discussion because the reason it is frequently used is as a way of fixing this. I don't know if anyone that has replied has actually addressed that point, and instead try to provide other ways of addressing it, such as with GPU or monitor settings. That's not the point. The point is the game itself, and why the default settings are the way that they are.
I'm not talking about the merits and demerits of Reshade, I'm trying to discuss the default settings for the game, and why they look foggy and muddy, and why other games do as well.
Realism: Old banners are weather worn and faded, wooden sidings are old and tired losing texture, focal points (a sense of sense of blurred distance when focussed on something close).
In addition to that - render distance due to cpu/graphic card limitations. Loading a partial blur at a distance still gives the appearance of distance without the need to fully render in the texture.
Edit: Typos
SilverIce58 wrote: »I find that some of your screenshots of Reshade make the game look more like one of those cinematic trailers honestly. And I can see how that might be appealing, but I prefer the game to look how it normally does. I don't use Reshade, and honestly had no idea that it was an application. Thought it was for screenshots lol.