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Scully
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Default 03-20-2017, 07:06 | posts: 174 | Location: Minnesota

Nier Automata + Reshade:



   
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JonasBeckman
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Default 03-20-2017, 18:31 | posts: 13,150 | Location: Sweden

EDIT: These images are dead.

Last edited by JonasBeckman; 04-08-2017 at 20:25.
   
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Default 03-21-2017, 04:30 | posts: 394 | Location: Auckland

Wow, that looks amazing. Why oh why does it have to have so many bugs. I really want this on launch day.
   
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Default 03-21-2017, 08:06 | posts: 12,907 | Location: Finland

Quote:
Originally Posted by JonasBeckman View Post
Mass Effect - Andromeda (Game can be unlocked now via VPN.)


EDIT: Frostbite Engine so Hatt1Watti will probably have his update of the Cinematic Tools for that engine ready before too long, for now though pressing against walls and the usual UI.DrawEnable 1/0 console command.
Not really needed when there's Ansel support mwahahahaaa!
   
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JonasBeckman
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Default 03-21-2017, 09:46 | posts: 13,150 | Location: Sweden

I forgot about that, Ansel makes things a lot simpler and it's great to see it featured in more games even if can't really use it myself with this current GPU, ha ha.

Somewhat OT.
 Click to show spoiler



Anyways far as Andromeda goes it has really impressive environmental visual fidelity likely as a result of the also very impressive Frostbite Engine though it suffers from various degrees of temporal ghosting which can cause smears or blurring in the image which can hamper things a bit.
(Several of my images above have it since I'm using TAA as even a small amount of resolution scaling completely tanks framerate.)

Facial animations and animations in general can also be a bit poor though for a static image it generally doesn't matter too much.
Up close during cutscenes though the really weird body proportions of the characters - action figure or how to compare. - or completely goofy facial expressions can be unintentionally humorous.
(Which well it worked for AC: Unity I suppose, even if that was a unintended glitch causing that particular problem heh.)


Also the game appears to be compatible with ReShade 3.x (And earlier maybe?) so those who have some skill with post-process shader effect injection can probably make some interesting enhancements and presets for the game, well beyond trying to compensate for temporal AA with sharpening or adding on FXAA or SMAA as a alternative form of anti-aliasing heh.
(Which is what I tend to use as a type of global basic preset for everything, haven't really familiarized myself with most of the other shaders provided but user made presets will probably also be very common for this game.)

Last edited by JonasBeckman; 04-08-2017 at 20:25.
   
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JonasBeckman
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Default 03-21-2017, 19:55 | posts: 13,150 | Location: Sweden

EDIT: These images are dead.

Last edited by JonasBeckman; 04-08-2017 at 20:26.
   
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Scully
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Default 03-22-2017, 05:30 | posts: 174 | Location: Minnesota

Nier Automata + Reshade:



   
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JonasBeckman
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Default 03-22-2017, 12:39 | posts: 13,150 | Location: Sweden

EDIT: These images are dead.

Last edited by JonasBeckman; 04-08-2017 at 20:26.
   
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Default 03-22-2017, 13:20 | posts: 8,211 | Location: Kansas, USA

It's funny you described him as an egg. First thing I thought... "Looks like Adam Sandler in space..."
   
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JonasBeckman
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Default 03-22-2017, 17:16 | posts: 13,150 | Location: Sweden

Huh when you mention it looking at Google for image references then with brown eye color and a full stubble it would have been pretty close to one of the images I found though it must be at least a few years since that image comparing against many of the more recent ones.

Can't really do wrinkles since the game establishes you (And the sister/brother - other twin.) as being around 22 years old, actually besides color there's not much you can do with the custom face beyond some very limited morphs, even scars and tattoos are pretty limiting and I wasn't a fond of the (lack of) facial hair and head hair either, body is completely locked too but eh the proportions are off on everyone in this game and archetypes like muscular or thin doesn't really do much when you're wearing non-removable armor most of the time and the default clothes are basically a full body pajamas of some sort heh.

A little bit too young for a role like this but eh, works in JRPG's I guess with the protagonist being a teenager and acting like a child. Ha ha.

Last edited by JonasBeckman; 04-08-2017 at 20:24.
   
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Default 03-22-2017, 18:05 | posts: 59 | Location: Ankara/Turkey











   
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Anarion
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Default 03-23-2017, 21:26 | posts: 12,907 | Location: Finland

While Ansel works well ambient occlusion somehow disappears and other effect are a bit bugged too.














   
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JonasBeckman
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Default 03-23-2017, 21:50 | posts: 13,150 | Location: Sweden

Yeah, from my understanding it's similar to tiled rendering in UE3, image is divided into multiple tiles for the final full resolution screen but the post processing doesn't account for this and as such it ends up being far less noticeable in the resulting image with effects such as bloom or AO being almost completely removed.

Guessing there are ways around this but I'm not sure if it's a game issue or a issue with the Ansel way of doing it's tiled images for the way it handles this scaling.
   
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Anarion
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Default 03-23-2017, 22:26 | posts: 12,907 | Location: Finland

Quote:
Originally Posted by JonasBeckman View Post
Yeah, from my understanding it's similar to tiled rendering in UE3, image is divided into multiple tiles for the final full resolution screen but the post processing doesn't account for this and as such it ends up being far less noticeable in the resulting image with effects such as bloom or AO being almost completely removed.

Guessing there are ways around this but I'm not sure if it's a game issue or a issue with the Ansel way of doing it's tiled images for the way it handles this scaling.
This happens in non-tiled screenshots too with Ansel. It could be that the devs turned bunch of stuff off to avoid issues in some cases everything should be fine when taking normal screenshots instead of super-resolution.
   
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Default 03-24-2017, 00:16 | posts: 2,334 | Location: Qatar

Mass Effect Andromeda



   
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Default 03-24-2017, 03:11 | posts: 126 | Location: Springfield, Il

Resized from 1440. Made it my wallpaper lol

   
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Default 03-24-2017, 18:04 | posts: 588 | Location: Sweden

Unity Engine Adam 1 Demo




   
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Me:A + NMS
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Lian
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Default Me:A + NMS - 03-25-2017, 00:19 | posts: 196 | Location: Italy

in-game quality

I've a lot of time spent on Eyes color. to make them more natural looking





Ansel shot





cut scene frame





NMS






Last edited by Lian; 03-25-2017 at 00:21. Reason: add NMS screenshot
   
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JonasBeckman
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Default 03-25-2017, 18:13 | posts: 13,150 | Location: Sweden

No Man's Sky is holding up nicely, being moddable surely helps a bit though but it's nice to see development is still continuing despite the problematic launch.


Mass Effect: Andromeda


Other images.
 Click to show spoiler


Last edited by JonasBeckman; 04-08-2017 at 20:29.
   
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Smile 03-25-2017, 19:33 | posts: 46










   
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Default 03-27-2017, 21:14 | posts: 101

   
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Scully
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Default 03-28-2017, 23:30 | posts: 174 | Location: Minnesota

Nier:Automata + Reshade:



   
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Default 03-29-2017, 11:24 | posts: 9,667 | Location: Serbia, NS

Nomed demo




   
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JonasBeckman
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Default 03-29-2017, 22:12 | posts: 13,150 | Location: Sweden

We Happy Few


Other images.
 Click to show spoiler



UE4, still in early access but was just updated with a pretty big content patch, also one of the very few UE4 games that allows you to access the dev console and all the cvars.

I'm currently using these additions to the in-game settings.

r.depthoffieldquality 4 //default 3, slightly higher quality.
r.maxanisotropy 16 //default 8, slightly better distance texture detail.
r.postprocessaaquality 6 //default 4, somewhat better temporal AA quality.
r.reflectionenvironment 1 //default 0, improves reflection quality.
r.sss.halfres 0 //default 1, further improves reflection quality but it's fairly subtle.
r.ssr.temporal 1 //default 0, improves reflection quality of screen space reflection..reflections.
r.ssr.quality 4 //default 3, slight bump in reflection quality. (I did a bit with them.)
r.shadow.maxresolution 4096 //default 2048, downs the framerate, improves shadow quality.
r.screenpercentage 125 //default 100(%) adds a 1.25x supersampling for a slight perf hit and a slight image reduction of aliasing.
r.scenecolorfringe.max 0 //default -1, set to -2 for chromatic overkill or 0 to disable.
r.temporalaasamples 64 //default 16, improves temporal AA very slightly.

r.terrainlodfactor 1
r.terrainlodbias 1
r.viewdistancescale 1 //default 1, untested, might cause problems to increase these further.


Stability wise the game still occasionally hicks up and the crash reporter exe will log something that might not have gone as intended but the game itself hasn't crashed yet so the game is coming together nicely but it's not yet finished, terrain generator in this second part of the map I (finally.) managed to actually reach is also not as good as in the initial area but it's getting there though some of the streets and layouts of the town might not be completely matched up but I guess that's the downside to procedural generation.

Going to be interesting to see what's next for the game, patch added and tweaked a number of things such as adding different difficulty levels so you can adjust it if you want to focus more on exploration than survival or if you want a even more difficulty experience where focus on stealth and scrounging supplies and things like food and water plays a bigger role.

Last edited by JonasBeckman; 04-08-2017 at 20:30.
   
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Kono
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Default 03-30-2017, 19:22 | posts: 335

Horizon Zero Dawn <3

 Click to show spoiler


Last edited by morbias; 04-04-2017 at 11:52.
   
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