batman2million
Member
Been a while since I've uploaded anything. Putting that gtx 1080 to work. All photos at 1440p
Dishonored
Dishonored
It's less pronounced here but I honestly was expecting Ansel to be more like an interactive overlay on top of the existing game settings. Defeats the purpose if some settings are borked.
are 360° shots enabled in TW3 with Ansel?
Often they use a 'relative' value which is calculated using the screen's resolution and a pre-defined 'starting resolution' (e.g. 1920x1080). Reshade offers a pixelsize variable which one should use to calculate pixel offsets with. Of course not all shaders do that, so if a shader simply does e.g. a block blur with hardcoded offsets then things go wrong at high resolutions. In TW3 shaders seem to scale well over resolutions, at least I haven't seen weird artifacts pop up when I switched to a higher DSR resolution.Are shaders always written to take every possible rendering resolution into account or do they have hardcoded values?
So a bloom shader has a pixel with a certain value that triggers interpolation with a color on the surrounding pixels at a fixed distance that is defined in pixels rather than a dynamic rendering resolution based value, looks okay at 1080p and few resolutions above that, but the more you go higher the less noticeable the bloom becomes because it's now too small to be even visible?
Is that possible or is that not how shaders work generally? I believe there are shaders in ReShade that work on such a system, I could be mistaken though.
That's true don't even know it was possible hosting this directlyIMGUR compression is destroying that shot. It's just too big to be hosted there. Bad idea!
Pretty nice screenshot tools, just wish it would save as a PNG and not just a JPEG. Maybe I should mess around with some alternate AA options because they look kind of grainy up close.
Ansel is a free camera with no HUD first, everything else second. You can take a regular non-supersampled shot with it. It will have in-game graphics.Basically Ansel appears to be something that is going to have to be tailored to a specific engine, or rather a specific game. I bet the people at Nvidia tried hard to have effects like bloom, AO, and the water shader scale or work better for The Witcher 3 at high resolutions, but finally gave up. In the end, they had to release, even though as it stands it's hardly something you would use to make the game look better. Perhaps things will improve. Perhaps Ansel can do better for other games? We'll just have to see.
Also, you can't blame the people at Nvidia for the problems we're seeing now. If you run The Witcher 3 at very high resolutions via more conventional means (like custom resolutions) you're seeing some of the same issues (with DOF, bloom, AO, sunrays).
That said, I just bet there are people who will call Ansel shots of the Witcher 3 a vast improvement. There always are.
Do Ansel deactivate postprocessing only when screencapturing or is it as soon as you active the free camera?
Do Ansel deactivate postprocessing only when screencapturing or is it as soon as you active the free camera?
Often they use a 'relative' value which is calculated using the screen's resolution and a pre-defined 'starting resolution' (e.g. 1920x1080). Reshade offers a pixelsize variable which one should use to calculate pixel offsets with. Of course not all shaders do that, so if a shader simply does e.g. a block blur with hardcoded offsets then things go wrong at high resolutions. In TW3 shaders seem to scale well over resolutions, at least I haven't seen weird artifacts pop up when I switched to a higher DSR resolution.
...
Hey Nick Pal!
What ReShade are you using for ACU? Pics look great.
![]()
Seemed like a good place to land
![]()