
The Last Of Us Part I - RTX On (Prologue Intro Sequence)
Managed to fine tune my Reshade parameters to exactly what I need for perfect screen space ray tracing in The Last Of Us Part I, using Pascal Gilcher's RTGI shader amongst a few others to benefit its input, such as motion estimation, color debanding and sharpening. Ignoring the hiccups in performance that would be alleviated with something better than an RTX 3060 equivalent (running on Shadow PC Power), I believe this is what The Last Of Us was truly meant to look like. Now it just needs proper in-engine support and some real path tracing, integrated in the same way Cyberpunk 2077 did it using NVIDIA's help. If they want to take this route, it should be debuted in an update to Part I before the official PC release of Part II in the future!