Pillars of Eternity by Obsidian - Official Thread

Discussion in 'Games, Gaming & Game-demos' started by DSparil, Apr 15, 2014.

  1. vejn

    vejn Maha Guru

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    Does spell combo exist?
    For example, if you use spell combinations, damage is increased.
     
  2. TyrantofJustice

    TyrantofJustice Ancient Guru

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    i am playing on easy and i still can not finish the battle against roederick and his guards... i tried leaving my men in the doorway to the wifes room and the one character i send to talk gets killed on way back ......
    i bring all party members to the throne and i get slaughtered.

    any suggestions?
     
  3. Fathom216

    Fathom216 Guest

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    I got it to work but I'm getting weird orange transparency in the first level now. Did you do anything to the LOD bias or change any other settings not shown to get it to work bug-free?
     
  4. doktor1

    doktor1 Master Guru

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    Also WIn 8.1 but settings from inspector dont work...
    And when I put 2560x1440 or bigger resolution game is blurry...
     

  5. scatman839

    scatman839 Ancient Guru

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    Make sure you have at least 4 people, recruit more form the inn if you need. I did it with 4 (and 1 animal companion), it was a bit tight since the animal died towards the end of the fight. Would recommend 5 people at least, 6 if you can afford it.

    Use knockdown on the warrior guy asap, try use some blinding spells or something to lower accuracy and resistances
     
  6. TyrantofJustice

    TyrantofJustice Ancient Guru

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  7. WildAce

    WildAce Guest

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    it took me a couple tries, what is your party make up?

    mine was, Monk, Paladin, Druid, Priest, Wizard, and then had a second Priest with Durance he is only a temp member plan on replacing him since my actual priest was around lvl 2-3 a bit lower than the rest of party.

    i believe my party make up was around lvl 4-3.

    used the custom formation and set my paladin front center, monk left back a space and druid on the opposite side, and then had the wizard in between both priests.

    opened the fight with my priest buffing the team with damage reduction, other priest put down a heal overtime circle, had my wizard throw a magic spike at the the enemy caster that is to the top left and 1 shot them right at the start, druid was turned into bear form and had him tank a target, while monk and paladin also tanked different targets, while the wizard and druid would cast some aoe damage, with priest putting up more heals and damage reduction.

    it went rather smoothly that time, i think one of the main things is to take out that enemy caster at the start and make sure your casters are not taking hits.
     
  8. TyrantofJustice

    TyrantofJustice Ancient Guru

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    i may need an extra member as durance dies quickly i thought about taking caster out first but got aggravated and exited game.... now all the way back to get a new member.

    i think i need to learn some new spells as well.
     
  9. doktor1

    doktor1 Master Guru

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    13 hours, Normal + Trial of Iron
    Ranger with antilope and this is my party...

    [​IMG]

    On lvl 5 i will go and enter Endless dungeon
    I have 5 Mechanics and need some bigger stats there fot that dungeon...

    I had Raedric's Hold game crash bug and needed to use console to telport in Gilded Vale...
     
  10. scatman839

    scatman839 Ancient Guru

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    You can pick up some new spells in the castle dungeons, there's an animancer down there.

    Also, clear the whole castle (not the courtyard, mostly the dungeon and main floor), good xp and some gear

    Keep in mind you dont get xp for enemies you've completed the bestiary for though
     

  11. TyrantofJustice

    TyrantofJustice Ancient Guru

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    i killed everyone in the castle lol... just went back in game and killed them first try... adjusted my playing a bit... did not add any extra party members. only lost one guy but wasn't a bad thing... now i am at lvl 4
     
  12. Mr.Bigtime

    Mr.Bigtime Ancient Guru

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    thanx bro!
     
  13. Martigen

    Martigen Master Guru

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    That's... super blurry :) Don't use SGSSAA, especially if you do the following:

    Yes. I've been fiddling with this:


    Method 1)
    @CKtheGreek has already covered this but to re-iterate:
    • Set DSR level (4x should be easy, not a demanding game). Set DSR Smoothness to 0%, you don't need it when you do 4x.
    • Set your Windows desktop to the DSR res
    • Profit! ^H^H^H^H Play!


    Method 2)
    GeDoSato also works, with some extra options. Add this to your User settings (just add it all to the end for ease of use):
    Code:
    clearRenderResolutions
    renderResolution 6880x2880@60
    presentWidth 3440
    presentHeight 1440
    presentHz 60
    scalingType lanczos
    forceAlwaysDownsamplingRes true
    modifyGetCursorPos true
    
    Replace 'renderResolution' and the PresentWidth/PresentHeight res accordingly.

    I found most of this from an article by GeDoSato's author re: Unity-based games, but found after much experimentation that it doesn't work until you also set your PresentWidth and PresentHeight. These are usally '0', but you have to force them here. Why? Because PoE runs as fullscreen windowed, not fullscreen exclusive... This also means SLI doesn't work. Well, kinda. I've been playing with this too.


    Optional 1) SLI
    Spent a couple of hours playing with SLI bits. Still testing this but so far:
    • 0x00CB0005
    Distributes the load nicely at standard res. For the 6K (or 7K?) res I'm testing above, it stutters but it's not my GPUs, they're at 70% load. Hopefully someone can improve on this flag, but the 'CB' are essential, any other values for these bits prevents any scaling it seems.


    Optional 2) Reshade
    Finally, I've made a Reshade + SweetFX profile too, for those interested:

    /*-----------------------------------------------------------.
    / Description /
    '------------------------------------------------------------/

    Game: Pillars of Eternity
    Preset: Mart's PoE!
    SweetFX: v2.0 Preview 8 by CeeJay.dk
    API hook: Reshade by Crosire

    This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.
    More features, bugfixes and performance optimizations will come before release.

    Hope you enjoy SweetFX and ReShade.
    - CeeJay.dk

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/
    // Effects are listed in the order that they are applied.
    // Set to 1 for ON or 0 for OFF
    #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
    #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
    #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
    #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
    #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
    #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
    #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)

    #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
    #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
    #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
    #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
    #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
    #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)

    #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming

    #define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game

    #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

    /*-----------------------------------------------------------.
    / Ascii settings /
    '-----------------------------------------------------------*/
    #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
    #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.

    #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
    #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
    #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
    #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)

    #define Ascii_invert_brightness 0 //[0 or 1]
    #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale


    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define SMAA_THRESHOLD 0.08 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
    #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

    // -- Advanced SMAA settings --
    #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

    // -- SMAA Predication settings --
    #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
    #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.
    #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
    #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.

    // -- Debug SMAA settings --
    #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.


    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
    #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
    #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
    #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.


    /*-----------------------------------------------------------.
    / Explosion settings /
    '-----------------------------------------------------------*/
    #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.


    /*-----------------------------------------------------------.
    / Chromatic Aberration settings /
    '-----------------------------------------------------------*/
    #define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
    //For a slightly blurred look try fractional values (.5) between two pixels.
    #define Chromatic_strength 1.0 //Adjust the strength of the effect.



    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
    #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


    /*----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/
    #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

    #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
    #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

    #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

    /*-----------------------------------------------------------.
    / Pixel Art CRT /
    '-----------------------------------------------------------*/

    // -- Emulated input resolution --
    #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
    #define PixelArtCRT_resolution_ratio (1.0/4.0) //
    #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //

    // -- Hardness --
    #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
    #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard

    // -- Display warp --
    #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme

    // -- Type of shadow mask --
    #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask

    // -- Amount of shadow mask --
    #define PixelArtCRT_maskDark 0.5 //
    #define PixelArtCRT_maskLight 1.5 //

    // -- Falloff shape --
    #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square

    // -- Amp signal --
    #define PixelArtCRT_overdrive 1.25 //

    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 0.80 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
    //I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug sharpening settings --
    #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

    /*----------------------------------------------------------.
    / Notalgia settings /
    '----------------------------------------------------------*/
    //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
    //For now it just displays the image with a C64 palette

    /*----------------------------------------------------------.
    / Levels settings /
    '----------------------------------------------------------*/
    #define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
    #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

    //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).

    // -- Debug settings --
    #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
    // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.40 //[0.00 to 1.00]
    #define TechniPower 4.00 //[0.00 to 8.00]
    #define redNegativeAmount 0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount 0.88 //[0.00 to 1.00]

    /*-----------------------------------------------------------.
    / TECHNICOLOR 2 settings /
    '-----------------------------------------------------------*/
    #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
    #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
    #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
    #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
    #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
    #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 12.0 //[1.0 to 15.0]
    #define Green 12.0 //[1.0 to 15.0]
    #define Blue 12.0 //[1.0 to 15.0]

    #define ColorGamma 2.4 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 2.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.36 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.35 //[0.60 to 0.20]

    #define Blend 0.1 //[0.00 to 1.00] How strong the effect should be.


    /*------------------------------------------------------------.
    / Monochrome settings /
    '------------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.


    /*-----------------------------------------------------------.
    / Color Matrix settings /
    '-----------------------------------------------------------*/
    // Red Green Blue
    #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
    #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
    #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness

    #define ColorMatrix_strength 1.0 //Adjust the strength


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

    //Note that a value of 1.000 is a neutral setting that leave the color unchanged.

    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

    #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure

    #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation

    #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors

    #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.12 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
    //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
    //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
    //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
    //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


    /*-----------------------------------------------------------.
    / Daltonize settings /
    '-----------------------------------------------------------*/
    #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)

    /*-----------------------------------------------------------.
    / Film Grain settings /
    '-----------------------------------------------------------*/
    #define FilmGrain_intensity 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
    #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
    #define FilmGrain_SNR 6 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.

    // -- Advanced Film Grain settings --
    #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)

    //A sideeffect of the Film Grain effect is that it also dithers the screen.
    //You don't need both the Film Grain and the Dither effect enabled at the same time.

    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
    #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 2 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    #define dither_method 2 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.


    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    #define border_width float2(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
    #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
    //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
    #define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

    /*-----------------------------------------------------------.
    / Transition /
    '-----------------------------------------------------------*/

    #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
    #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
    #define Transition_texture_width 720 //Image width.
    #define Transition_texture_height 480 //Image height.
    #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"

    /*-----------------------------------------------------------.
    / Depth /
    '-----------------------------------------------------------*/
    #define Depth_z_near 1.00 //[0.00001 to 100000.0] Camera z near
    #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.

    /*-----------------------------------------------------------.
    / Custom settings /
    '-----------------------------------------------------------*/
    #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect
    Haven't had time to up this to sfxthelazy.net yet. But an impotant note: It works just dandy with Nvidia DSR method above. It also works with the GeDoSato method nicely, with one exception: Disable SMAA. If you don't, the screen becomes incredibly blurry. Something about how SMAA is being injected conflicting with GeDoSato.

    Screenshots
    Open these shots in a separate browser tab, so your browser 'downsamples' the image to one screen. It's at least approximate to what is seen in-game, give or take your monitor res.

    Screenshot @ 7k (23M png!):
    [​IMG]

    Screenshot @ 7k (17M png):
    [​IMG]

    Some interesting stats on this res (6880x2880 from 3440x1440 21:9):
    • It's 20M pixels
    • VRAM is around 1.6G @ 3440x1400, 3.7G @ 6880x2880
    • FPS is around 35, but as above GPUs are only at 70%. GPUs are 2xGTX 680 4GB.

    And yes you may need to use the Zoom fix @CKtheGreek quoted too. For completeness in one post, here again:
    Finally... why would you want to downsample? Well, you might notice that shimmering on armor in-game and in character profiles. That's gone with downsampling. Beautiful it is too!

    Notice also the bow in the 2nd image -- no jaggies, even when viewed at native res.

    Also for completeness and as previously covered by @CKtheGeek, there is some MSAA on by default in the game. I suspect it's 4x. You can change this with:
    • Press '~'
    • Press 'Enter'
    • Type 'msaa X' where X is the level
    I don't think it goes past 8x. But, if you go downsampling, might as well set it to 0x and use Reshade SMAA (unless using the GeDoSato method).

    Well, that's what I've been playing around with. Would love for others to tweak the SLI flag, maybe we can get a better one going.


    EDIT: quick edit after some more testing --
    Decided to compare DSR to GeDoSato:
    • GeDoSato is slightly higher quality, likely due to lanczos. Nvidia DSR probably uses bicubic and this can't be changed.
    • Subjective atm, but I think it performs slightly faster too.
    • Using SweetFX with Reshade, with the few settings I use in my profile above, appears to introduce pixelation (as if it was displaying the non-4X res when toggling SweetFX on). I've not used SweetFX with GeDoSato before, but I presume this may be why GeDoSato comes with its own post-processing shaders based on SweetFX 1.5.1, will play with those later.
    Happy adventuring!
     
    Last edited: Mar 28, 2015
  14. Mr.Bigtime

    Mr.Bigtime Ancient Guru

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    I need Lord of the Rings legolas Pls.
     
  15. the9quad

    the9quad Guest

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    I am going to wait for the bugs to get ironed out, then restart in a couple of weeks. Was about 15 minutes in when I saw the first bug and had a hunch there would be more so I stopped. Seems there are some serious bugs, so I am glad I stopped. Great game what little I played of it though.


    For those of you still plugging along:

    DO NOT DOUBLE CLICK ITEMS IN YOUR INVENTORY!!! you will lose your racial bonuses.
    http://www.reddit.com/r/projectetern...equipment_bug/

    If you are a cipher, DO NOT EQUIP Drinking Horn of Moderation
    http://www.reddit.com/r/projecteternity/comments/30lf2a/friendly_warning_to_fellow_ciphers/



    Not bashing the game, I think everyone should buy it, but it might make sense to wait for the first patch before getting to deep into this game, never know if a patch will break older saves or not.
     

  16. Fathom216

    Fathom216 Guest

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    Im really confused on how to use Gedosato with this game. Can someone give me a simple step by step?
     
  17. TyrantofJustice

    TyrantofJustice Ancient Guru

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    I think i have forgotten how to play games.... i am getting owned and it is not fun at all ... damn forest trolls in mobs... i used to be so damn good at baldurs gate i dont know what happened... never winter nigths 2 i also was very good at that was my favorite game and still is
     
  18. Darkest

    Darkest Guest

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    You're probably spam attacking mobs and expecting behaviour scripts to help. PoE doesn't have them, you need to do the work yourself.
     
  19. WildAce

    WildAce Guest

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    it does take some getting used too
     
  20. WildAce

    WildAce Guest

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    [​IMG] [​IMG]
     

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