I don't do anything special, just take pic's via MSI Afterbuner (BMP's) then resize them with FastStone Image Viewer, and that's it! Maybe i should use Bicubic filter to clean them up?
I don't know whats going on there but that looks rad as hell.
Injustice: Gods Among Us // 4K GeDoSaTo / 16x CSAA / Max Settings
Not sure if my connection but those look really blurry/low res
So I ran a test, and I think what's happening is your are using a Nearest Neighbor filter to downsample your shots in FastStone:
Nearest Neighbor seems to introduce serious aliasing that was not present in the first place. Mathematically I'm totally clear on why, but it makes sense considering it does no interpolation and limits the sampling range, which is sorta the definition of aliasing.
If you're concerned that using bicubic 'cleans up shots' and thus is disingenuous to what you were looking at while running the game, I personally think durante's GeDoSaTo (which can implement real-time bicubic), is good enough of a milestone to say that bicubic resizing is a pretty acceptable way to represent a gameplay image (even in dx11 games). There is also the lanczos options which a lot of folks like, and I'm pretty sure FastStone has.
But yeah, with your rig, you should be annihilating IQ!
Use bilinear, bicubic or lanczos resize method. Not supersampling.Why in the world is 4k pic sharper than the resized one???
Save both pic's and compare them, and you will see that the 4k pic is much sharper and less blurry!
Alright, so i just tried something and it doesn't make any sense to me, but maybe some of you might be able to figure this out?
Top pic is of Crysis 3 taken at 3840x2160 and MSAA8x... bottom one is just resized to 2560x1440 with FastStone and JPEG quality was set at 10 along with bicubic filter.
Why in the world is 4k pic sharper than the resized one???
Save both pic's and compare them, and you will see that the 4k pic is much sharper and less blurry!
I really don't understand, why graphic designers needs put into game graphic effects, that are actually lack or feature of technology. I mean strong lens of flares, dirt lens, chromatic aberration, DoF, film grain... Especially in FPS games.
"My eyeballs are not fu**ing camera!"
I think they can add to the game when used properly. They don't really hurt my eyes either. Depth of field isn't really a downside of technology either. It is extremely useful when you want to make a subject obvious or get rid of extra information. In a way it also replicates how our eyes function. You don't notice it because you always focus your eyes on what you are looking at. Getting dynamic depth of field that works that way in a game would require eye tracking technology and may not be very cheap (both performance and hardware wise).
Of course, but it works in film or photography. Not in rendered space that trying to be realistic as today can be. I see a big paradox in that.
Look at this garbage pile of a game.
http://i.imgur.com/4GDfc.png[/IMG
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Posts a picture of a PS2 game.
I get what you're saying though.
Posts a picture of a PS2 game.
I get what you're saying though.
Are you using FXAA?
Of course, but it works in film or photography. Not in rendered space that trying to be realistic as today can be. I see a big paradox in that.
The idea is that you are still looking through a camera even if it's first person.
The eye employs plenty of Depth of Field as well.
But I agree with both Alo and Sawyer, its what they're trying to emulate in a representation. Its a little bit ineffective to complain about eyeball replication when your are looking across a desk at a flat screen.
Oculus rift on the other hand, is different. I've been curious as to how the eye handles focus in it. Is the steroscopy so nuanced that a natural DoF happens?
I really don't understand, why graphic designers needs put into game graphic effects, that are actually lack or feature of technology. I mean strong lens of flares, dirt lens, chromatic aberration, DoF, film grain... Especially in FPS games.
"My eyeballs are not fu**ing camera!"
Overusing of this effects hurt my eyes actually=(
Use bilinear, bicubic or lanczos resize method. Not supersampling.
Unreal?
Are you using FXAA?
Hey guys, is NFS:Rivals still wonked up on PC? No patch to fix the frame pacing issues like they did on consoles?
:|
Yes, its still wonked. You can force 60fps adding -GameTime.MaxSimFps 60 -GameTime.ForceSimRate 60 to exe shortcut, its the only solution for play this game properly.
The eye employs plenty of Depth of Field as well.
But I agree with both Alo and Sawyer, its what they're trying to emulate in a representation. Its a little bit ineffective to complain about eyeball replication when your are looking across a desk at a flat screen.
Oculus rift on the other hand, is different. I've been curious as to how the eye handles focus in it. Is the steroscopy so nuanced that a natural DoF happens?
I've got a 3D monitor and if you have things set up well then yeah, you do get that natural "distance out of focus" effect.
Nonono. You do not get actual DoF even when having a 3D monitor or when using the Oculus Rift whatsoever.
DoF is a product of your eye's 'lens' focusing on a specific distance, blurring what is behind and in front of the focal point. But since neither a 3D monitor nor the Oculus Rift actually have any sort of advanced technology that would simulate true depth, DoF will never occur in any normal/natural way.
I believe nVidia is experimenting with pretty advanced 3D tech where it would occur but we're talking tech that involves a grid of thousands of little lenses which can somehow be manipulated so that to our eyes there's actual depth variation depending on the scene.
Perfect VR or 3D is not as simple as feeding each eye a perfect hi-res image. Depth is lost when you do that. Remember that, just as with a camera, a human eye can 'sense' depth and adjust focus. Stereoscopy just does not simulate this depth at all, but it does a pretty good job at everything else so most of the time you won't be bothered by the lack of real depth at all.
...man the worst thing is when people in threads say DoF effects in games are stupid cause the eye creates DoF naturally. Not saying you guys did but I see it mentioned sometimes. It's right up there with "our eyes can't see more than xxfps anyway".
My two cents: I've found that Lanczos produces some very nice results closer to the original without as much blur as bicubic. You are correct about the banding though and the source image needs to be taken into account when choosing the correct DS filter. I use Faststone and depending on the scene I start with Lanczos2 (which is the sharpest), check for any banding, and then try Lanczos3, check for banding, and eventually try Bicubic. Nine times out of ten I stick with the Lanczos2 image.Bicubic can keep images pretty sharp. Granted I focused the hell out of that shot, but still. Almost every shot I have posted in this thread since February has been using Bicubic.
Lanczos gives me banding on my shots though, so I don't recommend that.
Really enjoying your C3 shots, this one especially.
Great shots! Is the city one all in-engine or is there a shader effect added?
And I thought this game was all chrome and two fisted shotguns. Creepy images!
You and me both. You enter the street and this guy is bopping to the techno with his face pressed up against the glass watching the Holodancers. The original shot was freakier as there was this warping effect that looked to be applied in place of the ambient occlusion that made his eyes look like bottomless pits. The effect seemed to disappear when I changed the resolution though. The image below is one screenshot I took before it crashed.<snip>
Second one had me cracking up!
:|
I used to be able to see those magic eye images but trying to overlap those images above was painful. I think I now need to lie down!<cool 3d image stuff>
I used to be able to see those magic eye images but trying to overlap those images above was painful. I think I now need to lie down!
Interesting, I can totally see what you are going for here.the reminder about bicubic sharpening downscaling was pretty big. i totally forgot about that and was using bicubic automatic which seems to have not been choosing the sharpening option for some reason
also i totally want to try and fool folks into thinking this is REmake. idk why but i loooove taking themed fallout shots that just look like other games entirely
Thanks for this, I was definitely too close to screen and crossing my eyes too much. Still can't quite get it though...practice I guess.A quick recommendation, the further back you are, the less you need to cross your eyes.
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