The Guru3D Screenshot Thread - RTFM! #27 - READ THE RULES IN 1ST POST

Discussion in 'Games, Gaming & Game-demos' started by morbias, Jan 25, 2016.

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  1. Cosworth

    Cosworth Active Member

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  2. -Tj-

    -Tj- Ancient Guru

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    morbias what was wrong, too bloody? :devil:
     
    Last edited: May 27, 2016
  3. Scully

    Scully Member Guru

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  4. F1refly

    F1refly Ancient Guru

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    Is there any truth to the rumor that they'll be adding VR support? I remember the dev once mentioned it but I never caught anything concrete on it. The game looks gorgeous, can't wait for release.
     

  5. morbias

    morbias Don TazeMeBro Staff Member

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    Too wide ;)
     
  6. Witcher29

    Witcher29 Maha Guru

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    Last edited: May 28, 2016
  7. Sunset

    Sunset Maha Guru

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    Dark souls 3 + Reshade

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  8. MaXThReAT

    MaXThReAT Master Guru

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  9. stalkerfan

    stalkerfan Master Guru

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    Not a bad game this one :chainsaw:

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  10. Elajitz

    Elajitz Master Guru

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  11. FoxHound

    FoxHound Member

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    Last edited: May 29, 2016
  12. stalkerfan

    stalkerfan Master Guru

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    More Doom :)

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  13. JonasBeckman

    JonasBeckman Ancient Guru

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    Witcher 3 - Blood & Whine

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  14. JonasBeckman

    JonasBeckman Ancient Guru

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  15. JonasBeckman

    JonasBeckman Ancient Guru

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    Experimented with this a bit for Dead Island Riptide dev menu.
    http://www.nextgenupdate.com/forums...cobraxxxs-di-riptide-developer-menu-mods.html

    Works for the new version of Dead Island + Riptide too.

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    DataX.zip
    http://www84.zippyshare.com/v/0PTQciah/file.html

    Make a backup of Data0.pak and open it with WinRar or whatever, replace the two files in said archive with the ones from the "DataX" download and then the gamma menu will now be replaced with the dev menu, so far I've only tested free-camera and that works, although the debug keys are disabled as is debugconf.scr so hotkeys for e.g toggling the HUD are not working so you'd have to mod out the UI elements you do not want on-screen and they'd be gone permanently (Well until you remove the modded file.) or you'd have to use some other method like say Cheat-Engine and a HUD toggle via that. :)
    (I just cropped the example image a bit, game supports ReShade same as Dying Light so logarithmic depth buffer and yeah there's a lot of noise and aliasing so even with SMAA something like downsampling might be preferred.)

    EDIT: Oh and yeah, that other file in DataX.zip is for removing logo videos, if you want to keep those for whatever reason then don't replace the movie script file. :)


    EDIT: Somehow this ended up on a new page, ah well.

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    Need to figure out the HUD element(s) in HUD.xui for weapon icons and durability, rest is pretty clean now.

    Also need to figure out why chromatic aberration refuses to de-activate.

    EDIT: Turns out there's only minor shader differences in one file between Dying Light and this version of Dead Island for the shaders relevant to CA so it was a pretty easy fix comparing the games shader files to these. - http://www.nexusmods.com/dyinglight/mods/101/?
    http://s19.postimg.org/oo8nt802n/Dead_Island_Game_2016_05_31_17_03_19_810_Copy.jpg

    DataX.zip
    http://www100.zippyshare.com/v/lIAJZqXQ/file.html
    (Files for CA removal, hiding the HUD elements and removing the logo videos plus the gamma menu replaced with the dev menu.)

    EDIT: Oh and it's not included as everyone has their own preferred setting for it but you can alter "Data0.pak\data\skills\default_levels.xml" and change the line <prop n="CameraDefaultFOV" v="62.5"/> to whatever, vertical FOV so I've only slightly buffed it to 65 but one can use http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php to calculate a preferred personal value.

    EDIT: And PostImage has changed something so it's impossible to get the full-size image via the thumbnail view I'm using, heh should have noticed that way earlier, whoops.

    EDIT:
    This might work.
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    Yes that seems to work OK'ish.
    (This is going to take some time to adapt to.)
     
    Last edited: May 31, 2016

  16. JonasBeckman

    JonasBeckman Ancient Guru

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    Witcher 3 - Blood & Wine

    https://flic.kr/s/aHskBt7bL4

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    EDIT: Also this mod was used.
    http://www.nexusmods.com/witcher3/mods/1547/?
    (Yeah artistic vision and all that but massive bloom and heavy color saturation isn't my thing.)

    (Could be worse though.)
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    (So I'm using this one most of the time, there's about ~190 or so to choose from so quite a few, for proper implementation though save and then load the game after switching for it to load the .env properly.)
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    EDIT: Oh and this mod too.
    http://www.nexusmods.com/witcher3/mods/1545/?
    (Custom ini edits to grass view distance can cause it to bug out a bit so ~1000 ~1500 as a max value.)
     
    Last edited: Jun 2, 2016
  17. JonasBeckman

    JonasBeckman Ancient Guru

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    Mirror's Edge 2 - Catalyst (Trial version, same as full but time limit restricted and not all areas are made available should you be able to get that far within that time period.)

    https://flic.kr/s/aHskBmCHWy

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    Mirror's Edge 1 did really well with some tricks to achieve how it looked and now it's in real-time for the sequel although some sequences do play out via pre-rendered cutscenes.
    (Same console commands since Battlefield 3 or so which means you can use in-game resolution scaling which I'm using at a value of 1.25 or 2560x1440 -> 3200x1800 so yeah game runs at a bit above 30 and suddenly it's 60? obvious cutscene if it wasn't already obvious due to compression and such.)

    EDIT: Done sorting the images now. :)
     
    Last edited: Jun 2, 2016
  18. billypit

    billypit Member

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    Last edited: Jun 2, 2016
  19. -Tj-

    -Tj- Ancient Guru

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  20. JonasBeckman

    JonasBeckman Ancient Guru

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    Mirror's Edge 2 - Catalyst

    https://flic.kr/s/aHskAVhtQH

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    Think I reached the second and last area available in the trial version, about 4 hours left of the time limit so I might be able to reach the end of the available content, about ~13% completion but I don't know if that also accounts for side quests although I would assume it does so it might not make for much of a indication of the overall length of the main plot of the game.

    EDIT: Also disabled the post-process AA from the config file, game seems to use MSAA too (2x samples by default.) but it's not too effective so there's a lot of aliasing after removing the post-AA effect even with it replaced with ReShade SMAA though in turn the image is less blurry.

    Downsampling might work best as the resolution scaling doesn't seem to do a very good job though it's certainly demanding so downsampling might offer superior AA at a similar performance hit. :)
     
    Last edited: Jun 2, 2016
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