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Prey Remastered - Luma Mod Adds HDR, GTAO, DLSS, and improves so much more!


There's a new mod called Prey Remastered Luma that all fans of Arkane Austin's massively underrated game should check out. It was made by Filippo Tarpini, the Remedy developer who already worked on the excellent Control HDR/DLSS and Starfield Luma HDR mods (the latter with the help of a larger team).

Despite the naming, Prey Luma actually has more in common with the former mod. That's basically, it doesn't just HDR; it introduces a lot more, such as support for NVIDIA DLSS and GTAO (Ground Truth Ambient Occlusion), and improves many graphics features such as Screen Space Reflections, Anisotropic Filtering, dynamic shadows, and more. The whole Prey Luma changelog can be found below; the mod can be downloaded via Nexus.

  • Added HDR output (scRGB 16bit) with (improved tonemappin and rework of all post-processing effects
  • Increased buffers quality in SDR and HDR, reducing banding
  • Improved the quality of dynamic shadow, especially from up close
  • Added a more modern Ambient Occlusion solution (GTAO); the original AO is also improved in quality
  • Improved Screen Space Reflections
  • Added DLSS Super Resolution (on Nvidia GPUs) (OptiScaler can be used to inject FSR 3) (this looks drastically better than the native TAA and has no noticeable ghosting)
  • Added RCAS sharpening after TAA (replacing the original basic sharpening implementation)
  • Improved all the native Anti Aliasing implementations (e.g., SMAA and TAA)
  • Improved Anisotropic Filtering (it was not set to 16x on all textures that would benefit from it)
  • Improved quality and look of sun shaft effects and lens "optic" effects (e.g., lens flare)
  • Improved Motion Blur quality and fixes multiple issues with its motion vectors
  • Improved Bloom quality and fixes multiple issues with its generation (e.g., it was trailing at the edge of the screen)
  • Improved Ultrawide Aspect Ratio support (Bloom, AO, SSR, Sun Shafts, Lens Optics, etc. did not scale properly with it, causing the sun to be huge in UW or causing bloom and chromatic aberration to be stretched). Prey now also exposes the vertical Field of View instead of the horizontal one, which was limited to 120 and not Ultrawide friendly.
  • Improved High Resolution support (a multitude of effects did not scale properly to 4K like the object highlight overlay or stars/sun sprites)
  • Improved Dynamic Resolution Scaling support (Film Grain, Bloom, TAA, AO, SSR, Sun Shafts, Lens Optics, and many other effects did not scale properly with it)
  • Improved High Frame Rate support by unlocking the frame rate beyond 144 (you can change the limit in the menu now)
  • Improved Swapchain flip model (more responsive for VRR)
  • Added optional HDR post-process filter on pre-rendered videos
  • Added settings to turn off Vignette or Camera Motion Blur

 
That's really cool. Especially as this is a game I never got around to playing. I wonder if the mod works with the xbox gamepass version?
 

Gaiff

SBI’s Resident Gaslighter
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Last edited:

kiphalfton

Member
A dev working on mods on their free time? This man loves games.

These are the type of people we should have working on games... those who are actually passionate about it.
 
major update -

  • Version v2a​

    • - Fixed Mooncrash crashes (Steam and GOG)
    • - Added customized menu and quality presets for Mooncrash too
    • - Added proper UI icons world<->display mapping for lens distortion
    • - Fix lens distortion not working if DLSS was off
    • - Added "ALLOW_LENS_DISTORTION_BLACK_BORDERS" advanced setting to not have black borders in lens distortion (and crop instead)
    • - Improved DLSS (e.g. no more trailing when FOV is zooming in or out, exposure should be even better)
    • - Improve GTAO (it's now not weak anymore in the distance, it got near invisible after ~10m before)
    • - Improved bloom temporal stability by dejittering its buffer
    • - Improved the native Dynamic Res Scaling (many things: some particles didn't properly support it, you could see a line at the edge of the screen, bloom, motion blur and exposure didn't scale properly with it)
    • - Added new "ultra" motion blur quality profile
    • - Fix v-sync interlacing CRT emulation post process effects not properly scaling with screen resolution (becoming near invisible at 4k)
    • - Major performance improvements by optimizing stuff that didn't need to be computed multiple times
    • - Exposed a post process quality setting to further improve performance on weaker GPUs
    • - Improved RCAS (it's now a bit sharper with DLSS, added a setting to make it even more sharp)
    • - Improved support for a couple UI shaders (e.g. black fade in/out overlay around loading screens)
    • - Made auto exposure calculations put more weight around the center of the screen
    • - Add new ultra SSR quality
    • - Improved SDR/HDR settings detection on first boot
 
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