Nick pal the thread
Beautiful. I wonder how significantly different will the game look with voxel based GI since apparently one of their programmers implemented it.
Sorry for off topic but is there a thread about this anywhere?
Becuase that looks amazing and only taking up 2ms gpu time is even more amazing.
Thanks Nick! Having control of the in-game DOF, tonemap, and bloom values does make for interesting variations on scenes we may have seen 100 times before. I do wish it was similar to external injectors where you start with the image on screen and tweak from there but with the in-engine tweaking all the settings go back to default values when enabling manual control...can be a bit daunting when you just want to add some DOF into a scene and then having to spend 30 minutes tweaking tonemap and bloom values to get the scene back to where it was before. And sometimes it's an opportunity to take things a little further.Your CE table for Arkham Origins is great One3rd. You included a lot of options to change the look of the game.
I've found Psychonauts holds up pretty well visually when you crank up the resolution. I hope you forgive the HUD elements, I haven't figured out a way to remove them.
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Thanks Nick! Having control of the in-game DOF, tonemap, and bloom values does make for interesting variations on scenes we may have seen 100 times before. I do wish it was similar to external injectors where you start with the image on screen and tweak from there but with the in-engine tweaking all the settings go back to default values when enabling manual control...can be a bit daunting when you just want to add some DOF into a scene and then having to spend 30 minutes tweaking tonemap and bloom values to get the scene back to where it was before. And sometimes it's an opportunity to take things a little further.
Is there a no hud for MGS Ground Zero? Afair cheat engine doesn't work with that game right? So no free cam etc.
Or can you disable hud in the options?
Thanks Nick! Having control of the in-game DOF, tonemap, and bloom values does make for interesting variations on scenes we may have seen 100 times before. I do wish it was similar to external injectors where you start with the image on screen and tweak from there but with the in-engine tweaking all the settings go back to default values when enabling manual control...can be a bit daunting when you just want to add some DOF into a scene and then having to spend 30 minutes tweaking tonemap and bloom values to get the scene back to where it was before. And sometimes it's an opportunity to take things a little further.
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I've found Psychonauts holds up pretty well visually when you crank up the resolution. I hope you forgive the HUD elements, I haven't figured out a way to remove them.
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In Batman AO, and many UE3 engine games, it can be disabled completely by forcing the game to use manual DOF/tonemap settings. This works fairly well for ad-hoc screenshots but will require you to tweak tonemap and DOF settings...although you could use ReShade/SweetFX for this as well.You're saying there's a way to tweak the bloom values in AO? Is it possible to turn bloom completely off? I hate the bloom used in AO, never really got satisfied when tried to make a custom ReShade setup for the game.
I wanted so bad to replace the ingame bloom with the one from ReShade but didn't find any way to do so. Adding Bloom/AL on top of the ingame bloom looks terrible imo. Maybe I'll run through the game someday again with bloom disabled.
Now, I still need a bloom toggle for Sniper Elite 3, that game's bloom is rape for the eyes...
I have. Wasn't able to get it to work. For now I'm using driver resolutions (15MP) with a little in-game AA and SMAA over the top.Yeah that's the only bummer.. nice to have nonetheless. Have you tried downsampling at all with GedoSato? I couldn't get it to work.
Those look quite good actually! Nice subtle use of DOFHere's some shots I did of Psychonauts a while ago using Reshade to force AO and DoF. The AO works particularly well in shading in Raz's face, especially around his eye sockets. That damn HUD though.
Psychonauts with a little Reshade
Here's some shots I did of Psychonauts a while ago using Reshade to force AO and DoF. The AO works particularly well in shading Raz's face, especially around his eye sockets. That damn HUD though.
Wow! It looks so much better without a HUD!
In Batman AO, and many UE3 engine games, it can be disabled completely by forcing the game to use manual DOF/tonemap settings. This works fairly well for ad-hoc screenshots but will require you to tweak tonemap and DOF settings...although you could use ReShade/SweetFX for this as well.
The table and instructions for this are here, to disable Bloom set "BloomScale" to 0. To disable DOF set "DOF MaxNearBlurAmount" and "DOF MaxFarBlurAmount" to 0. As for the Tonemap settings this you will need to determine for yourself depending on the scene/level as it can change wildly. A good place to start is to know that the default values are set to 1, make small changes in midtones and sceneshadows, and to not forget about using small amounts of scenedesaturation.