Discussion in 'Games, Gaming & Game-demos' started by hallryu, Jan 19, 2014.
He isn't, capture card or some sort screenshot function.
Elder Scrolls Online. I just added a soft blur on photoshop. I think it looks like concept art.
MKKE - the crypt
some wdf?! moments xD
It does indeed, thought it was an upscaled PS3 shot of something or somesuch. Nice.
Oh well, I assume ESO looks cool, nothing can drive me to play it though.
8888x5000 (SoftTH) [Cropped] • SweetFX • Removed Grain • Restored UE3 Debug Commands
Hey! are there any one whit some Ultra Willow Ini files for Borderlands 2 here?
i just want to test my machine
Wanny, your STALKER screenshots are breathtaking!! :banana:
Some look pretty close to real.
May I ask how you got it to look like that? Mods?
I just rebought this because of him. Lost my retail version
Autumn Aurora 2 is an awesome mod to begin with. http://www.moddb.com/mods/autumn-aurora-compilation-mod
Rest is enb and sweetfx on top... very important order.
Other in album The Witcher 2: Assassins of Kings
UE4 SDK example "Effects Cave"
Looks nice, although imo that postAA blurs the image a little too much
I'm still trying to tweak that, using ConsoleVariables.ini to quickly set various custom commands, kinda like autoexec.cfg / system.cfg for CryEngine.
The engine has various forms of AA from a temporal anti-aliasing method to FXAA and there's utilities to capture images in very high resolution renders too should that be desired so I'm still testing all of that.
r.maxanisotropy = 16
r.mipmaplodbias = 0
r.msaa.compositingsamplecount = 2
r.motionblurquality = 4
r.postprocessaaquality = 6
r.scenerendertargetresizemethod = 2
r.ssr.quality = 4
r.temporalaasamples = 32
r.LightPropagationVolume = 1 (This one is just used to enable a experimental global illumination method.)
r.setres = 1920x1080w
That's what the config file looks like at the moment, not much but it makes a bit of a difference, using the highest quality screen space reflection settings for example or adjusting the overall quality of the post-process AA though as you said there's still some blur and MSAA does not seem to be very effective on it's own unless you up the sample count to 8x or so.
EDIT: And here's some images with how it looks with that light propagation volumes feature enabled, it's not finished yet so there's a number of issues but it can still be enabled, I'm having problems balancing brightness however.
Post-process AA on/off:
(0 and 6 with 6 being max quality.)
Temporal AA samples off/32
(From 0 to 64, I thought 32 was a good balance since I'm having difficulties seeing any differences with values above that.)
Elder Scrolls Online with my SweetFX
Never thought this **** would look good again one day (always been a fan of stalkers visually).
Okay you've seen enough I guess. Sometimes I get into it...