2012 High-Res PC Screenshot Thread of Don't Use Imgur

legacyzero

Banned
binarydomain_2012_11_gzoum.png


binarydomain_2012_11_vsqxa.png

Scitek, what are you using in inspector to get all those jaggies out of there? Mine wont work at all, as if I'm using the wrong settings? I cant even find Binary Domain in the list, so I tried using Global. Is that why?

And I'm sure you downsampling to beat all fuck anyway LOL.
 

Corky

Nine out of ten orphans can't tell the difference.
Would you mind sharing your config?

Sure I just used the settings Wanny posted a couple of pages ago.

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.12           // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16      // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6  // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0        // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.6   // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.045  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.11  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11        //[0.0 to 1.0]
#define TechniPower  2.8         //[0.0 to 8.0]
#define redNegativeAmount   0.88 //[0.0 to 1.0]
#define greenNegativeAmount 0.88 //[0.0 to 1.0]
#define blueNegativeAmount  0.88 //[0.0 to 1.0]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]

#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.995, 1.0, 1.00)  //(1.000, 0.995, 1.0005)
#define RGB_Gamma float3(0.995, 0.990, 1.005)  //(0.95125, 0.9625, 1.0245)
#define RGB_Gain  float3(1.000, 1.000, 1.0)  //(1.000, 1.000, 0.9995)


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0315        //[0.00 to 2.00] Adjust midtones

#define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure

#define Saturation -0.05  //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.010  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.1, 0.15, 0.0) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.10 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast 0.25  //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image



   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 

scitek

Member
Scitek, what are you using in inspector to get all those jaggies out of there? Mine wont work at all, as if I'm using the wrong settings? I cant even find Binary Domain in the list, so I tried using Global. Is that why?

And I'm sure you downsampling to beat all fuck anyway LOL.


I'm just downsampling with in-game FXAA. I have a GTX 670 and can downsample from 1620p and keep 60fps most of the time.
 

Shaneus

Member
Unfortunately, VERY bare-bones as far as PC settings go (Normal/High/Ultra. That's it. Not even resolution selection) and it does not like RadeonPro in the slightest. So, these are some caps taken at "Ultra". That's it. Runs at 60fps flat, uses fuck-all resources on only one card. I think most the GPU nudged was around 40% on my 5850... the 5970 didn't do shit.

(Note the amazing little touches, like the fisherman on the rock in the first shot)
_sinemora2012-11-1016u7fku.png

_sinemora2012-11-10169gdg9.png
 

dgrdsv

Member
Trying to get AA and SSAO to work with Assassins creed 1, but no luck.
Use in-game AA option. If it's greyed out (there's a bug in AC1 which Ubisoft never fixed that makes AA unavialable in high resolutions for some reason) then go to the Users\[user]\AppData\Roaming\Ubisoft\Assassin's Creed\Assassin.ini and change Multisampling variable from 0 to 2 (4x) or 3 (8x).
 

Alexios

Cores, shaders and BIOS oh my!
iA7K4TkFTrkkS.bmp


iPe6b623hNmKq.bmp


Ok, done, haha ^_^;;

I just happened to re-discover the creator's website (because he's about to release a retro game maker program I saw mentioned elsewhere) and these proved really (if simple) fun after I initially puked over the 3D stuff (even years ago when I first saw them). So fun some dude actually made graphics enhancements for the Star Wars games. Not that they become beautiful, but it helps (though some glitches grow more obvious). There are some Tron, Star Trek, and other user mods even. Pretty surprising.
 

Gbraga

Member
DO IT MAN, your PC is baller. Nothing's gonna break! I do it on my measly 560ti with zero problems (unless you consider 30 fps a problem, 'cause that's what I have to play at if I downsample).

Even older games? I was able to downsample from 1440p + 4x SGSSAA with DMC4 with no problems and get over 60fps all the time.

Sleeping Dogs I can downsample from 1440p + Normal AA in-game Settings, but I don't know if it's worth letting go of the High AA Settings. But in that case I can understand not getting 60fps with a 560ti.
 
Even older games? I was able to downsample from 1440p + 4x SGSSAA with DMC4 with no problems and get over 60fps all the time.

Sleeping Dogs I can downsample from 1440p + Normal AA in-game Settings, but I don't know if it's worth letting go of the High AA Settings. But in that case I can understand not getting 60fps with a 560ti.

60 fps in DMC4 is super easy, that game is soooo well optimised it's like butter on almost anything. Depending on the game sometimes I can't even keep 30 fps at 1440p which is a huge bummer. The Mass Effect series is the biggest offender, whereas in other Unreal Engine games (like Dishonored) I could play the entire game at 1620p with zero drops from 30. I'd also much rather play at 60 or at 30, I'm not particularly interested in a fluctuating frame rate, so that's why I generally lock it if I'm downsampling.
 

legacyzero

Banned
DO IT MAN, your PC is baller. Nothing's gonna break! I do it on my measly 560ti with zero problems (unless you consider 30 fps a problem, 'cause that's what I have to play at if I downsample).

Not to mention, I'm not even overclocking anything yet. I've been waiting to do that.

I need to break down and do it. I'm just not 100% sure on how it all works. It seems kinda complicated, but I'm still learning all this stuff.
 

Stallion Free

Cock Encumbered
Not to mention, I'm not even overclocking anything yet. I've been waiting to do that.

I need to break down and do it. I'm just not 100% sure on how it all works. It seems kinda complicated, but I'm still learning all this stuff.

Just set resolution scaling to the video card and then add a custom resolution that your card is capable of (all in the Nvidia Control panel). My 460 allows me to go up to 2560x1440. The 500 and 600 series go quite a bit higher I believe.
 

epmode

Member
GAF, is my computer being fucky or is XCOM's water really supposed to look like this?

XComGame%202012-11-10%2014-19-56-93.png


I have a GTX 570
Reinstalling drivers does not change anything, nor does rolling back to the previous WHQL set.
 

legacyzero

Banned
OK GAF, I decided to put a couple hours into figuring this downsampling shit out. Here goes nothing. Tell me if I'm doing it right??

ieXriizfudUJq.png


ibsjMUw6V54qfY.png
 

legacyzero

Banned
So it looks great obviously. But the pics I take are showing up with that resolution...

I thought they'd capture at the normal 1600x900..
 

legacyzero

Banned
Does it seem like resizing the image lowers the quality of it? Any pointers on maintaining full image quality while resizing? I'm using Irfanview.

ib2o667eJ6YnDc.png


ibh1IqW60aRPp3.png
 

xJavonta

Banned
Does it seem like resizing the image lowers the quality of it? Any pointers on maintaining full image quality while resizing? I'm using Irfanview.

I would go into Photoshop and resize it to 75% or 1600x900 and upload that. It won't really lower the image quality, that mainly depends on the image host.
 
Top Bottom