some screenshots from fiddling in nsr with reshade & unreal engine unlocker
more underneath because this is a PRETTY long post
(all screenshots are 1920x1080 assuming the resolution isn't butchered when i upload this postπππππ)
lately i've been messing with the post-processing & pointlight function in combination with ReShade... aaaannd (being the absolute sucker for ingame photography that i am) i MIIIGHT have spent hours taking cool shots of my favorite places in vinyl city for the sake of sharing 'em
the main things i utilize in these pics are the light intensity sliders ... not an expert on it yet HOWEVER it's a bit self-explanatory; by 'ingame light' it means. like. it changes the value of the actual built-in light sources as opposed to my screen's contrast & brightness etc, which is instead (part of) Reshade's job. see the 3 pictures below:
screenshots in order: (UUU + reshade | UUU only | no changes)
i get to the pointlight stuff (with eve!) a little later but for now here's
mamak / pre-festival plaza
akusuka
natura / natura concert hall
evenfall gallery
after i took these, i went into eve's bossfight expecting abooutt the same but i ended up stumbling across something pretty cool; turns out if you drag the indirect lighting towards 0 the gallery's pink-and-white walls fade to black! i don't know why it does that but i think it's really cool
then i tampered with UUU's pointlight and made my own light sources...
...turns out if you attach the light to the camera it STAYS attached throughout vanilla gameplay & cutscenes even if you toggle the freecam off. which i guess i should have expected because it's literally the same camera (just unanchored) but it still surprised me
that's it for now... but ONLY because i hit the image limit... Stay tuned 4 more screenshots from other districts + approaches + boss battles YAY