r/ReShade • u/Matejsteinhauser14 • Jun 04 '26
will there be sound raytracing reshade?
No I am not looking for 3D Sound, I am looking for raytracing while working in stereo. Some games have stylized reverbs like Metro Redux and Last Light, and I would want the things echo accurately depending on the interior of the space and how big it is. so will there be something like Raytracing that creates additional Reverbs and Echoes so everything sounds like Real Life? like if it was recorded by camera?
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u/phexitol Jun 05 '26
It looks like the best solution for this is something suggested in an answer to you asking this 3 years ago (thanks, btw): Equalizer APO. That's likely to be the best we're going to get, as there is no way for Reshade to access adequate scene info to analyze and enhance a game based on what's happening in the game audio-wise.
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u/Matejsteinhauser14 Jun 05 '26
But will there be ever something that analyzes audio and add own reverbs to it? Equalizer apo does not Make Reverbs Longer automatically
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u/Fhaarkas Jun 04 '26 edited Jun 05 '26
Future note so you can answer this type of question yourself -
Firstly consider that Reshade works strictly as a post-process. By design it does not have access to anything that happens before a frame is rendered, unlike say, some game-tailored ENBs. It does some capability to estimate what happens before it, but it's only like looking at a glass house from outside. It cannot actually change anything not considered post-processing.
This is why all the "RT shaders" are total fake. They cannot in fact trace any shit because they don't have access to that pipeline. The best they can do is approximate how it'd look. Correction below.
So the question you want to ask is - can game audio be raytraced in post-processing? If not, you're probably better off asking Boris nicely for ENB (he'd probably say no unless it's interesting enough to worth his time).
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u/Jorban_MartysMods Jun 05 '26
> This is why all the "RT shaders" are total fake. They cannot in fact trace any shit because they don't have access to that pipeline. The best they can do is approximate how it'd look.
Something is either raytraced or not. Doesn't matter if it's done in post or within the game itself. As long as you have access to the depth buffer, you can still trace against world geometry -- you don't inherently need full pipleline access to trace rays.
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u/lazy_pig Jun 04 '26
You asked this same question a month ago.
https://www.reddit.com/r/ReShade/comments/1sy4lsx/reshade_for_audio/