2015 PC Screenshot Thread of the Only Place Where Compression Isn't

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Does reshade come with some dithering shader? I'd use that to get rid of the banding.

Dithering shaders can not remove the banding that is already present in the game. They can only prevent banding caused by additional post processing shaders.

[Asmodean];154278608 said:
Dithering in external post-processing only dithers the external effects. It does nothing to help banding with the actual game, or your hw/display. Which are 99.9% of the culprit usually.
 
Likely due to fog blended onto the mountains under low lighting, lots of games have this, you can't do much about that I think.


Does reshade come with some dithering shader? I'd use that to get rid of the banding.

It does actually, I never thought of trying that. Thanks!

edit: nevermind, just saw jim2point0's post.

Dithering shaders can not remove the banding that is already present in the game. They can only prevent dithering caused by additional post processing shaders.
 
So this isn't just all text,have a Super Mario 64 screenshot.

project64_2014_10_31_18_20_49_73_by_aloooo81-d8qvdv8.jpg


I remember people defending how terrible the port was by talking about how much it has to render and all that. Then V comes along and shits all over it in terms of performance, while also looking almost a generation ahead.

lol dude, come on, the game we're playing is a generation ahead. GTA IV came out in 2008 and the PC version was made as second fiddle. GTA V came out 2013,but as a severely different version from the version we're getting in 2015. There had been planning from the start, and substantially more work done since 2013.

GTA IV is a bad port, but to act is if they're comparable on a level field is silly. 2015 and the environment GTAV was developed under is a significantly different world than GTA IV's.

Yep, as long as you keep the quality at 100% when PS asks you.

To clarify, in Photoshop you should keep the quality at 12, not 100%. A level 12 JPEG is equivalent to about 98~% quality JPEG, but it's the max they offer.

I don't know if it's just me or a temporary thing, but the shots hosted on flickr are giving me loading speeds that are practically dialup.

This was happening to me about a month or so ago. It stuck around for a while but eventually speeds went back to normal. Don't know what caused it.

Dithering shaders can not remove the banding that is already present in the game. They can only prevent banding caused by additional post processing shaders.

Is there anyway for Reshade to grab the game from 32 bit color spectrum, then dither that down and present it on screen as an 24 bit color image? That would probably be a pretty universal way to remove dithering from any game it worked in. I have no idea what impact rendering at a higher color depth would have though. I don't really have a full understanding of anything past the typical color depth as I've never messed with it.
 
So this isn't just all text,have a Super Mario 64 screenshot.

project64_2014_10_31_18_20_49_73_by_aloooo81-d8qvdv8.jpg



To clarify, in Photoshop you should keep the quality at 12, not 100%. A level 12 JPEG is equivalent to about 98~% quality JPEG, but it's the max they offer.

Wow. That looks incredible! I love that style.

Do you have a link?

To clarify, in Photoshop you should keep the quality at 12, not 100%. A level 12 JPEG is equivalent to about 98~% quality JPEG, but it's the max they offer.

Yeah I was wondering that. It only offered a slider with a max of 12 to me.
 
Jim, as you've been able to hit those high resolutions through NVCP, I thought you might be able to help me with a problem I have with my custom resolutions.
So I've set up a bunch of custom resolutions through NVCP varying from 1080p up to 6K @52Hz but as I take screens using any other res than my native, say like 1440p and compare it to a screen I took using 1080p, the higher res one is slightly darker. Going to 6K makes a drastic difference, a lot of detail is lost. This is especially a problem in games that are already really black/dark Space Engine for example. Drives me nuts...

EDIT:

Here's a couple of good examples on how this looks in Space Engine:
http://screenshotcomparison.com/comparison/123634
http://screenshotcomparison.com/comparison/123633
All shots have exactly the same settings ingame and in ReShade. Only difference is res, 1080p - 6K
 
What's your set up @GroinShooter?
Monitor/TV? HDMI or DVI?

Sounds exactly like the bugged Nvidia colormanagement that changes your RGB settings on different resolutions, thought they've fixed that but I never checked.

Edit: You could try using YCbCr desktop colorspace in NVCP and check again.

Edit 2: Using DVI it's probably something else as that was an HDMI thing afair, but you never know. Maybe it works here too?
 
What's your set up @GroinShooter?
Monitor/TV? HDMI or DVI?

Sounds exactly like the bugged Nvidia colormanagement that changes your RGB settings on different resolutions, thought they've fixed that but I never checked.

Edit: You could try using YCbCr desktop colorspace in NVCP and check again.

I have a AOC E2752V 27' 1080p monitor with a dual link DVI cable. Thanks for that tip, I'll try it out.
 
Jim, as you've been able to hit those high resolutions through NVCP, I thought you might be able to help me with a problem I have with my custom resolutions.
So I've set up a bunch of custom resolutions through NVCP varying from 1080p up to 6K @52Hz but as I take screens using any other res than my native, say like 1440p and compare it to a screen I took using 1080p, the higher res one is slightly darker. Going to 6K makes a drastic difference, a lot of detail is lost. This is especially a problem in games that are already really black/dark Space Engine for example. Drives me nuts...

EDIT:

Here's a couple of good examples on how this looks in Space Engine:

Seems to me that what you're seeing there (and the same happens with a lot of games) is Space Engine's HDR not scaling with resolution. Bloom, DoF, and AO sometimes become non-existent at very high resolutions as well. I know it's a problem in Space Engine, at least from what K-Putt has explained to me.

Beyond that, I haven't noticed any issues with my higher resolutions becoming darker. Not in general, in any case. Here's a DAI comparison. 1080p and 5K:

http://screenshotcomparison.com/comparison/104051

The only differences between the 2 shots was aliasing.
 
Seems to me that what you're seeing there (and the same happens with a lot of games) is Space Engine's HDR not scaling with resolution. Bloom, DoF, and AO sometimes become non-existent at very high resolutions as well. I know it's a problem in Space Engine, at least from what K-Putt has explained to me.

Beyond that, I haven't noticed any issues with my higher resolutions becoming darker. Not in general, in any case. Here's a DAI comparison. 1080p and 5K:

http://screenshotcomparison.com/comparison/104051

The only differences between the 2 shots was aliasing.

I think you're right. As I've been flying around in Space Engine and experimenting with resolutions while taking shots I've noticed a lot of lighting effects disappearing/being dimmed when using higher resolutions. This sucks so bad, I had set up and saved a couple of nice compositions I worked on but when I was ready to take the shot and switched to 6K, it just didn't look right anymore :(
 
Dithering shaders can not remove the banding that is already present in the game. They can only prevent banding caused by additional post processing shaders.
Yes of course, as it would otherwise need banding analysis which is something different than dithering the complete buffer with some simple dithering algorithm. Didn't think of that! (And I should have... been out of gfx programming too long! :X).

(edit) it of course depends on where the banding is coming from: lame shader code with integer math, poor textures (like the sky texture goop Ubisoft used in AC4 which has banding _in the texture_) or reapplying pixel->float->pixel conversions. This article sums it up nicely why one needs to apply the dithering in the rendering pipeline itself and can't be done really in a post-processing (on the banded image): http://www.cs.unc.edu/~pavel/blog/2014/01/16/SD.html, as for the dithering to work one needs source information which caused the dithering, but alas, that info is of course not available to a postprocessing shader. It can only apply dithering to the fragments it processes itself.

Some AC4 shots

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Wow how are you guys able to take such screenshots in GTA V? Is there a free roam camera to snap screenshots?
Here is pretty much the best I can do :/

gta52015-04-2418-43-4vmuqw.png
 
Wow how are you guys able to take such screenshots in GTA V? Is there a free roam camera to snap screenshots?
Here is pretty much the best I can do :/

You can record clips during gameplay. Pretty sure the default key is F1 to start and stop recording.

Then you can load those clips into the editor. Press escape and it's one of the tabs along the top. You can play the clip to the exact moment you want and freeze it there, then explore the scene with a free camera (has a 50 meter radius from your character). You also have a bunch of filters and whatnot you can mess with.

The editor can be hotsampled with SRWE for massive screenshots which you can downsample later.
 
Wow how are you guys able to take such screenshots in GTA V? Is there a free roam camera to snap screenshots?
Here is pretty much the best I can do :/

gta52015-04-2418-43-4vmuqw.png

That's pretty good. I've found going into first-person mode (without a gun equipped) and disabling the HUD is enough to make some pretty good screenshots, especially if you quicksave, crank all the settings to max (which tanks my performance before even attempting downsampling) and reload. Obviously that limits you to places you can physically get to, but that's an awful lot of places in this game. The time of day is more of an issue without using a trainer or Director Mode; I feel like a cinematographer waiting for the light to be just right. Super annoying when you're waiting on sunset and a storm rolls in. Actually, with how good the storms in this game look, maybe I should be more upset when they don't...
 
That's pretty good. I've found going into first-person mode (without a gun equipped) and disabling the HUD is enough to make some pretty good screenshots, especially if you quicksave, crank all the settings to max (which tanks my performance before even attempting downsampling) and reload. Obviously that limits you to places you can physically get to, but that's an awful lot of places in this game. The time of day is more of an issue without using a trainer or Director Mode; I feel like a cinematographer waiting for the light to be just right. Super annoying when you're waiting on sunset and a storm rolls in. Actually, with how good the storms in this game look, maybe I should be more upset when they don't...

With Scripthook, you can change the time of day and weather to whatever you want during story mode. It's friggin amazing.

Insanely easy. Copy all files to your GTA5 folder and just boot up the game. Toggle the menu on and off with F4. Control the menu with the numpad.
 
How do you take screenshot with DSR? I mean the original higher resolution one. Steam's screenshot gives me a downscaled 1920x1080 one.

EDIT: I'm dumb, looks like DSR doesn't work very well with borderless windowed.
 
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