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"CompleteRT" is there to revive the look of your games. Using the power of ReShade, this Ray Tracing shader can be injected into almost any game you like.

What is CompleteRT?

CompleteRT is a shader that provides Global Illumination effects including "Diffuse Illumination" and "Specular Reflection" while improving the in-game ambient lighting with "Ray Traced Ambient Occlusion". This shader works with ReShade to provide easy installation and compatibility with almost any game.

Key Features:

1- Ray Traced Diffuse Illumination:

CompleteRT uses the Lambertian reflectance model to achieve a physically correct lighting distribution for diffuse reflections.

2- Ray Traced Reflection:

CompleteRT uses the GGX reflectance model to achieve a physically correct lighting distribution for specular reflections.

3- Detailed emulation of textured surfaces:

The RT shader uses different techniques to estimate the bumpiness and roughness of surfaces in the absence of real data.

4- Powerful and conservative denoiser:

The denoiser used in my shader uses lessons I learned from the SVGF pre-print research paper. But it is much more optimized than the original implementation. It also provides a much higher-quality image. I had to consider that I have no access to in-game motion vectors; So I had to rely on motion estimation. Although motion estimation sometimes works even better than the motion vectors provided by a game engine when used for TAA, it is not as reliable for temporal filtering of surfaces' lighting data. This made me re-design the whole temporal filter.

5- 6 months of support:

Although a monthly subscription to support me is appreciated, you can cancel it anytime and still have the latest version of CompleteRT after 6 months of your last subscription. These updates provide bug fixes, optimizations, compatibility improvements, and more surprising gifts.

Comparison Shot:

1- On/Off comparison in Cyberpunk 2077, in-game ray/path tracing & SSAO/SSR are disabled.

This shader can do accurate Ray Tracing in real-time, using screen space ray-marching towards the depth buffer of the game provided by ReShade.  Its denoiser is designed with both temporal and spatial filtering in mind. The spatial part of the denoiser of CompleteRT can eliminate all the noises while keeping the details as sharp as possible. While the temporal part helps the spatial filter to work with more data, it is almost safe to temporal lag and ghosting (an artifact which keeps the effect of invalid data from previous frames remaining on the current frame, usual in most temporal filters unfortunately).

As ReShade only provides the lit, tone-mapped back buffer of the game and its depth buffer, CompleteRT has a minimal set of data to work with. All the other things (such as world space position, normals, projection matrices, surface material specifications, etc.) have to be either "assumed" or "guessed". This makes developing such shaders much harder for ReShade than developing them for a game engine. Meanwhile, as CompleteRT's target audience is gamers and not game developers, I prefer to keep the price low regardless of the effort it needs.