That's strange... It must be related to your other ReShade settings then, as some of the shaders can cause immense banding (especially Reinhard and ReinhardLinear). I've played Arkham Origins in combination with ReShade for quite some time and I haven't seen anything like that. Also tested the deband shader in a huge load of games and it should clean up stuff like that very easily.
SpaceEngine can be a really good tool in detemining how much banding different shaders cause with different values and help you get familiar with the limits. At least it worked for me, I got familiar with all the limits although they may vary a little depending on the game but still, when i put the deband on top of my cfg,
ALL banding is gone none left whatsoever.
Can you make a comparison showing with and without deband? Love the way your settings look but banding is just the worst enemy of screenshots
I'm not familiar with Space Engine but I'll have to look into it. I've never used deband before so I can't really compare it to other games I've reshaded but I know One3rd had similar issues in Origins with low light but was able to get around it. I'm also not using any of the Reinhard filters for that very reason.
Sure I'll post some comparisons today. Thanks.
edit: You and One3rd are pretty good at this stuff. Would you mind taking a look at my deband settings. I may have to tinker around with them. Sometimes it's difficult to tell if banding is actually present while in-game and I only notice it after I've taken a screenshot. I should also try playing around with some of the post processing effects One3rd included in his comprehensive CE.
Hope it's okay to post this here..
//>Deband Settings<\\
#define DEBAND_RADIUS 16.0 //[0.0:1024.0] //-Sampling radius, higher values will reduce further banding but might also reduce details
#define DEBAND_THRESHOLD 0.009 //[0.000:0.100] //-Threshold, higher values will reduce further banding but might also reduce details and increase noise
#define DEBAND_SAMPLE_COUNT 8 //[1:8] //-Sample count, higher values are better
#define DEBAND_OFFSET_MODE 3 //[1:3] //-1 = cross (axis aligned, fast), 2 = diagonal (45?, slower), 3 = box (fully random, much slower)
#define DEBAND_DITHERING 1 //[0:3] //-Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve)
//>Deband debug settings<\\
#define DEBAND_SKIP_THRESHOLD_TEST 0 //[0:1] //-1 = Skip threshold to see the unfiltered sampling pattern
#define DEBAND_OUTPUT_BOOST 1.0 //[-2.0:2.0] //-Default = 1.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts.
#define DEBAND_OUTPUT_OFFSET 0.0 //[-1.0:3.0] //-Default = 0.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts.
#define Deband_ToggleKey RFX_ToggleKey //[undef] //-