Discussion in 'Games, Gaming & Game-demos' started by morbias, Jan 25, 2016.
Speaking of enthusiasm... this is more or less how i look at a friday morning, with people asking me stupid IT questions
Thanks, yeah I know right
Will post some more screens soon.. atm tinkering with cfg a bit, there are some strange gpu bound scenarios with sikkmod and fps drops with one of game cfg settings.. feels like I had some old GPU again.. xD
The lighting system looks really off in this screen. I wonder why in certain areas it looks gorgeous and in others so bad.
Yeah, the lighting is really hit and miss, unlike in rise of the tomb raider, where it was superb all the way through. Honestly, rise of the tomb raider was better looking with higher asset quality etc aswell - it also used 2gb more vram for the same reason.
Though the point of the screenshot wasn't really the image quality
Yes, I know, it was as noticeable as Lara's expression though.
But overall they went with a much more cartooney / plastic look with this game, where rise of the tomb raider had nothing less than superb graphics that are the were much more realistic looking.
Smaa also gives a much better result in rise of the tomb raider than shadow of the tomb raider... it's a very noisy image with smaa, especially the hair in shadow of the tomb raider.
Yeah, I watched the DF tech video, the way to go is DS plus TAA imo. Regarding the art direction, well, it's clear Crystal Dynamics did not deal with it this time, Eidos chose in most cases a more cartooney-ish look for their games, just think about Angel of Darkness (one of the worst under every aspect).
It's a real shame... it was apparent even in the preview vids... i still like the game, but it's not a leap in graphics like rise of the tomb raider was, it's more like a step backwards.
And yeah, it's clearly been designed to run with TAA, doesn't work properly without it... hair is super grainy, shadows flicker alot etc etc. Quite annoying for me, as i can't use taa without a massive performance penalty with sli. Why couldn't they just have continued on the work they had already done on rise of the tomb raider, there there were no issues with smaa -_-
The higher saturation and more colorful look like also helps drive the HDR implementation which from what I'm hearing looks fantastic probably due to the more vivid look they added to the game.
There are a variety of different weathers and time of day templates though but overall yeah the game has a very bright look and lots of contrast between brightness and darkness. I find the blue filters in the photo mode to help but it's still very saturated even if the shift from green or yellow to blue helps a little bit. Haven't dug into the shaders much either so far other than disabling the UI and I did find the temporal AA one which yeah it's stable but it's really blurry so downsampling is probably helping immensely but the game is pretty demanding even outside of the city hub areas.
Not too much for screenshots so far after the previous set, bugging that piranha swarm from earlier had some interesting effects but it's probably gone now after I saved and quit the game after last session.
21:9 and free-camera via Ansel or other utilities would be quite a looker for this games photo mode I suspect, improvements to FOV controls would definitively help as well.
(I'm just having a bit of fun with screenshots though but for more serious photos from games control over field of view and the camera in general is quite handy.)
(Slasher smile for the win! )
EDIT: More screenshots.
Well at native 4k, even without downsampling, TAA doesn't blur too bad
SOTTR + Reshade:
Shadow Of The Tomb Raider game looks good so far.
SOTTR killer frogs
Almost getting to the vaunted tessellated toad tech at last.
(Well, frog in this case.)