2013 High-Res PC Screenshot Thread of Let the JPEG Die Already

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Nice Rayman shots. The wide aspect ratio really works for these. Are you playing this on three monitors at that AR?

Nope, but I wish I was!

For the 3840x1080, I just set my desktop resolution to that and use SRWE to force the game to fill that. Rayman will render to whatever size the window is.

So, for the 7680x1080 screenshots, what I'm actually doing is rendering the rest off screen, so I can only actually see the middle 3840 pixels of the game, and the rest is not visible to me. For most sections the camera centers with your character in the middle half so it works out, but there are some parts where I could not see what my character was even doing.

This definitely wasn't my playing at resolution (though this game would be so hot on a triple monitor setup) but it works for getting some interesting screenshots.

It should be mentioned though that when rendering at those extreme resolutions, some stuff looks totally broken like the example below. Look at the far sides and you'll see some cut offs on stuff.


I really wanted to get something posted of this boss because he's so great.

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I'll translate the post you're responding to:

Man, in real-time most next gen games look pretty ass IMO.

Most of the screenshots released for a long while were bullshots (Oversampled promo shots=our version of downsampling. Render super high resolution,downsample it)

Killzone Shadow Fall when first shown had really mediocre textures and poor IQ and AA (Only FXAA. DoF is only like Half resolution or even quarter IIRC from the presentation made on it. You can see this on some of the shots i post below)

But the first screenshots released were 4k screenshots and 4k downsampled to 1080p.


Promotional shots- 4k downsampled to 1080p
Gunship attack http://i3.minus.com/iWxta3myaqVyi.png
Building 3/4 view http://i4.minus.com/ikmbUIuYUp5Dy.png
City http://i1.minus.com/ibaOfWr2Xtnxm.png
Helghast close up http://i7.minus.com/ibslEOQQGwQkIP.png



1080p Native Shots:
DOF aliasing http://i3.minus.com/i2zSzvnz9G6xx.png
Building Top Shot http://i6.minus.com/ibjng3oNOeWpuo.png
Building Side Shot http://i5.minus.com/i98arIZ9Iozmh.png
City shot http://i6.minus.com/ibjpLmPshBZjqx.png
High rise grass from above http://i1.minus.com/ihcZMFN9rlScA.png
City from above http://i4.minus.com/ibn7UkBNHaDPUH.png



Most next gen games have crap AA too. Dead Rising 3 doesn't have any AA at all as far as i've seen. Ryse Son of Rome is probably using SMAA T1X because there is still some super obvious aliasing and specular aliasing.

InFamous Second Son has some pretty awful specular aliasing (But doesn't look too bad in motion)
http://s3.gamefreaks.co.nz/wp-content/uploads/2013/06/Infamous-Second-Son-6.jpg
http://images.gamersyde.com/image_infamous_second_son-22453-2661_0013.jpg
http://images.gamersyde.com/image_infamous_second_son-22604-2661_0001.jpg

Not even Square Enix's Angi's Philosophy demo had super great IQ. In the screenshots they released it's clear their 8xMSAA+FXAA solution just wasn't great(But a lot better than most other games out there and looking at FFXV that solution seems to have carried over). It was really the one area(Besides some shadow map flickering and some low res textures and lighting components) that kept it from looking pure CG.



Some next gen games have some decent new lighting (That's already been possible on PC for a while) and effects and increased Poly count and LOD Systems(That again has already been possible on PC).

Next gen games IQ is not as good as what we can do with current games on PC.

Actually the closest i've seen something get to what we can get on PC is Knack. Almost 0 temporal aliasing from what i've seen and pretty sharp.

But obviously yeah when it comes to lighting and other effects they do look better than most current games on PC in that regard.(Just because no one took advantage of the fact that we could do all of this on PC already outside of a few)



But I guess i'm alone in this view. I wish consoles were powerful enough for good IQ and not just fake IQ with shitty ass sharpening like with The Witcher 3

a lot of next gen games i've seen have pretty mediocre texturing too. I've yet to see a game with textures rivaling Crysis 2 Maldo,Crysis 3 or M-Last Light.

They've got all those GBs of RAM for HQ textures, so why do they often look so mediocre?
 
Man, in real-time most next gen games look pretty ass IMO.

Most of the screenshots released for a long while were bullshots (Oversampled promo shots=our version of downsampling. Render super high resolution,downsample it)

Killzone Shadow Fall when first shown had really mediocre textures and poor IQ and AA (Only FXAA. DoF is only like Half resolution or even quarter IIRC from the presentation made on it. You can see this on some of the shots i post below)

But the first screenshots released were 4k screenshots and 4k downsampled to 1080p.


Promotional shots- 4k downsampled to 1080p
Gunship attack http://i3.minus.com/iWxta3myaqVyi.png
Building 3/4 view http://i4.minus.com/ikmbUIuYUp5Dy.png
City http://i1.minus.com/ibaOfWr2Xtnxm.png
Helghast close up http://i7.minus.com/ibslEOQQGwQkIP.png



1080p Native Shots:
DOF aliasing http://i3.minus.com/i2zSzvnz9G6xx.png
Building Top Shot http://i6.minus.com/ibjng3oNOeWpuo.png
Building Side Shot http://i5.minus.com/i98arIZ9Iozmh.png
City shot http://i6.minus.com/ibjpLmPshBZjqx.png
High rise grass from above http://i1.minus.com/ihcZMFN9rlScA.png
City from above http://i4.minus.com/ibn7UkBNHaDPUH.png



Most next gen games have crap AA too. Dead Rising 3 doesn't have any AA at all as far as i've seen. Ryse Son of Rome is probably using SMAA T1X because there is still some super obvious aliasing and specular aliasing.

InFamous Second Son has some pretty awful specular aliasing (But doesn't look too bad in motion)
http://s3.gamefreaks.co.nz/wp-content/uploads/2013/06/Infamous-Second-Son-6.jpg
http://images.gamersyde.com/image_infamous_second_son-22453-2661_0013.jpg
http://images.gamersyde.com/image_infamous_second_son-22604-2661_0001.jpg

Not even Square Enix's Angi's Philosophy demo had great IQ. In the screenshots they released it's clear their 8xMSAA+FXAA solution just wasn't great. It was really the one area(Besides some shadow map flickering and some low res textures and lighting components) that kept it from looking pure CG.

Some next gen games have some decent new lighting (That's already been possible on PC for a while) and effects and increased Poly count and LOD Systems(That again has already been possible on PC).

Next gen games IQ is not as good as what we can do with current games on PC.

Actually the closest i've seen something get to what we can get on PC is Knack. Almost 0 temporal aliasing from what i've seen and pretty sharp.




But I guess i'm alone in this view. I wish consoles were powerful enough for good IQ and not just fake IQ with shitty ass sharpening like with The Witcher 3

For a console launch (window?) game those screenshots still look damned impressive.

I don't think any of us are really expecting to go into the next gen as a land free of jaggies and ridiculous particle effects while locking 60fps at 1080p.

That's ridiculous and unrealistic.

But for what it is, and what they're doing, the games do look damn good.

I've actually got a question I'd be curious to hear some insight on.

Why don't developers use SMAA rather than FXAA? I was using it earlier with my Rayman shots and just thinking how great SMAA actually is. It does a real sweet job and has no where near the same amount of blur. I know SMAA is more expensive, but it seems like it could be a compromise worth making for such significantly improved IQ and such a relatively small cost.
 
To be fair, has great AA ever been the standard for console games?

No, but it'd be NICE for once :( Though the beginning of the 360/PS3 generation had MSAA and the Xbox original had games with some decent AA.
For a console launch (window?) game those screenshots still look damned impressive.

I don't think any of us are really expecting to go into the next gen as a land free of jaggies and ridiculous particle effects while locking 60fps at 1080p.

That's ridiculous and unrealistic.

But for what it is, and what they're doing, the games do look damn good.

I've actually got a question I'd be curious to hear some insight on.

Why don't developers use SMAA rather than FXAA? I was using it earlier with my Rayman shots and just thinking how great SMAA actually is. It does a real sweet job and has no where near the same amount of blur. I know SMAA is more expensive, but it seems like it could be a compromise worth making for such significantly improved IQ and such a relatively small cost.

Yeah they look good for sure.

But a lot of these games are 30FPS and still don't have great AA.

And I agree with SMAA, SMAA4x would probably do wonders on PS4.

The problem is developers are too lazy to properly implement MSAA in their engines(Which SMAA 2Sx and beyond requires. SMAA 1x is crap IMO)


And specular aliasing could be handled honestly (Which is about 90% the problem that also causes temporal aliasing) if they rewrote their specular lighting or implemented Toksvig Specular AA or something like a Toksvig map (Or LEAN mapping maybe)

Then something like SMAA 4x could handle the rest

http://blog.selfshadow.com/2011/07/22/specular-showdown/

http://www.selfshadow.com/sandbox/gloss.html

FXAA really only looks good at obscene resolutions + downsampling.


I remember reading also in the Killzone SF presentation that Sony has developed a temporal AA method called TMAA or something and that they might be looking into using that in the final build of Shadow Fall.

(I have assumed that, that is what Knack has been using. And that it stands for Temporal Multisampling Anti Aliasing. But i'd love to know more about it and what it actually stands for. )
 
Man, even in gaf I can't escape bonkers' wall of text posts.



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Block me? :p
Sorry that I care about IQ/AA so much. I am a IQ/screenshot Whore. I thought this thread would be filled with like minded people.
Guess not :p


Nice screens though. Trine 2 looks amazing as always


But, also: Where do you know me from? Shizz? Assembler? Guru3D? 3DCenter?
 
http://www.selfshadow.com/sandbox/gloss.html

FXAA really only looks good at obscene resolutions + downsampling.

Thanks for that shader sandbox link. That actually was pretty informative for a know-it-not like myself. I think I'll start noticing bad specular AA a lot more from now on. I don't know if I want to thank you for that though.

Also, what do you feel are resolutions obscene enough for FXAA? I had some nice results at around 4K myself, and at 6K it can look fantastic.
 
Just saw that. Thanks :) Methinks Dishonored deserves most of the credit. Some to the crazy high resolutions I'm throwing at it.

Yeah it's the high resolutions your screenshots have what impress me :O My 4-year-old pc can't handle that kind of downsampling. That's why I'm looking formward to buy a new high end pc so i can downsample the shit out of the games :P
 
No, but it'd be NICE for once :( Though the beginning of the 360/PS3 generation had MSAA and the Xbox original had games with some decent AA.

The problem though is that when you're working on a set piece of hardware, increasing the quality of AA means the immediate sacrifice of other graphics qualities. This has always been the case on consoles. You can't just jam better hardware into the machine.

I think if you want absolutely pristine AA, resolution, and framerate, consoles will never be able to compete with PC for some very fundamental reasons.
 
That's some crazy IQ Jim ,very nice shots! I can only dream of playing at that resolution even if it's only for screenshots.Did you try with ME 1/2/3 ?

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I've seen some pretty awesome non-downsampled screens for PoP, so please do keep them coming. I've never played it, but if I remember correctly, it had some good scenery and interesting bosses.
 
That's some crazy IQ Jim ,very nice shots! I can only dream of playing at that resolution even if it's only for screenshots.Did you try with ME 1/2/3 ?

I can actually crank up that portrait resolution even higher. As for ME 1/2/3.... no. I gave up on them. Every time I get the game going I run into another problem. Be it crazy shadow banding, texture mods not working, crashes....

Sucks because tiledshot ruins a lot of the game's post processing, whereas it's retained nicely just rendering a single high resolution frame. Weird that tiledshot can't just do that, ya know? Just... render a single frame normally at a really high resolution. Instead it has to break it up into tiles? I don't understand....
 
Thanks for that shader sandbox link. That actually was pretty informative for a know-it-not like myself. I think I'll start noticing bad specular AA a lot more from now on. I don't know if I want to thank you for that though.

Also, what do you feel are resolutions obscene enough for FXAA? I had some nice results at around 4K myself, and at 6K it can look fantastic.

FXAA +downsampling can start to look pretty great at most resolutions above 1080p.

2x2 your monitor resolution (Which is 4k for 1080p) depending on the game can look pretty darn great. (Hard Reset, Heroes of Might and Magic VI, Binary Domain, Sonic Generations,Resident Evil Operation Raccoon City,Strike Suit Zero/infinity, Final Fantasy XIV 2.0 ;UI scales with resolution though; for a few examples)

Not perfect, but very good.


2560x+ is where it usually really starts to shine.
 
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