2015 PC Screenshot Thread of the Only Place Where Compression Isn't

Couple days ago during a live stream they said a fifth patch was coming.

doesnt mean it will have tessellation, supposedly far cry 4 has future patches coming too according to hardocps correspondence w/ nvidia, but im not holding my breath on that game being fixed. Unity is at least in a pretty decent state.
 
doesnt mean it will have tessellation, supposedly far cry 4 has future patches coming too according to hardocps correspondence w/ nvidia, but im not holding my breath on that game being fixed. Unity is at least in a pretty decent state.
Yea but if it's part of the nvidia deal I imagine that they're legally obligated to do so.
 
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I thought something didn't look right about it! WTF is happening there? I've seen racing games that feature correct track layouts but have to be called something different, but this is the first time I've seen anything like that.
It's a fantasy track; there were apparently some issues with getting the license so they've created a fantasy track for Japan.
 
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ReShade can not reverse it because the CA is strongest at the edges. So if you remove CA from the edge, you just get it back in the center.
 
Ah, it's so honest that these game makers really don't want me to buy their games. They are trying so hard!@

Everytime you can't disable CA is a sale they lose. I absolutely refuse to support shit like that.
I don't know what's up with the rendering, but this is a 4K rendering with SMAA.

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Yes, I play in widescreen, sue me!

Game is render locked to 1080p. Everything is upscaled after that. Even though, performance drops like a rock after 1080p. It's still only rendering 1080p and upscaling, then downscaling.
>Comparison http://screenshotcomparison.com/comparison/111763


Your only options are the iffy FXAA built in (Which actually can help out with some of the shitty upscaling of 2D elements), or SMAA unless you have an Nvidia card. You can use MSAA/SGSSAA with those.
http://forums.guru3d.com/showpost.php?p=5001054&postcount=2774

Unless your native is beyond 1080p. Then you are fucked.
 
Amazing how devs do this to their work.
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No not in those AC shots, CA is in full effect. I did try reshade but haven't posted any CA reduced shots.
Ah I see. Does CA add to the scene when it in motion? Not the best for screenshots but Dying Light looks pretty good imo when the player is moving around.
 
CA has literally 0 artistic value of any kind nor any logical purpose to be in 9/10 games and simply makes the whole fucking thing feel like you are watching a terrible anaglyph 3D movie.

Ruins all the hardwork the artists put into that world.


It's like when Bloom was new all over again but worse.
 
CA has literally 0 artistic value of any kind nor any logical purpose to be in 9/10 games and simply makes the whole fucking thing feel like you are watching a terrible anaglyph 3D movie.

Ruins all the hardwork the artists put into that world.


It's like when Bloom was new all over again but worse.
So basically like that weird filter that was put into RE5?
 
Sadly not.

I tried Groinshooters method in reshade which does reduce CA but reshade beta takes a huge hit to frame rate compared to sweetfx right now that I don't use it.

It's actually possible to gain some frames by changing a couple of lines in your ReShade.fx
Open ReShade.fx and find these lines (Valuables may vary on different versions of MasterEffect but you'll get the picture)

//textures
texture2D texColor : COLOR;

texture texColorHDR1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;}; //ping
texture texColorHDR2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;}; //pong

texture texMagicDOF { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};

#if (USE_RAYMARCH_AO == 1)
texture texAO { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};
texture texAO2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};
#endif

texture2D texDepth : DEPTH;

texture texBloom1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA32F;};
texture texBloom2 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; MipLevels = 1;Format = RGBA32F;};
texture texBloom3 { Width = BUFFER_WIDTH/4; Height = BUFFER_HEIGHT/4; MipLevels = 1;Format = RGBA32F;};
texture texBloom4 { Width = BUFFER_WIDTH/8; Height = BUFFER_HEIGHT/8; MipLevels = 1;Format = RGBA32F;};
texture texBloom5 { Width = BUFFER_WIDTH/16; Height = BUFFER_HEIGHT/16; MipLevels = 1;Format = RGBA32F;};


Then change MipLevels = 7 to MipLevels = 1
And Format = RGBA32F to Format = RGBA16F or RGBA8
Done ;)

For gameplay I personally use MipLevels 1 and Format RGBA8 on all the valuables shown here.
Gives you more frames in trade for a bit decreased quality of effects...
 
Really liking those fnv shots. Fits much better with the look of the original games. I have always though that the vanilla f3 and fnv look too flat and "cartoony".
 
I hate CA in photos, not better in games at all!

For better photos you have to buy better lenses, »lens improvement DLC« incoming?


Those Ryse shots look really good!
 
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This one is photoshoped. I couldn't get the exact angle since there's no free cam possible in this game. I had to use photoshop to transform these sculptures in order to reduce the "from side" look.
 

Gorgeous shot. A little less CA and it would be even better.

I don't mind CA if it's very very very light. I think that if it is used very careful, just like noise, it can make some games look better. I think that it basically "blends" the visuals together in a subtle way if used correctly.

Dying light though, it's murdering my eyes :\
 
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sorrynotsorry

Poor performance ✓
Obnoxious climb-towers-to-remove-fog-of-war system ✓
Generic story ✓
Generic tough white bro hero ✓
Retina-searing chromatic aberration that can't be turned off ✓
DLC announced before the game's even out ✓

Thanks Techland!
 
Poor performance ✓
Obnoxious climb-towers-to-remove-fog-of-war system ✓
Generic story ✓
Generic tough white bro hero ✓
Retina-searing chromatic aberration that can't be turned off ✓
DLC announced before the game's even out ✓

Thanks Techland!

I don't get how Techland got their engine to this point (poor performance, unremovable CA, at least as of now and dat garbage CPU utilization).
Although I've read of some framerate issues with their older games (Dead Island, The Cartel), to me their games have always ran spot on. I own all CoJ games except The Cartel and those games always kept getting Techland's newest engine sequel after sequel.
I never had any problems with any of the CoJ games I own, they all ran insanely well. Graphics were very good at least at time of release, graphics were customizable and games were mod friendly too.
I've always thought Techland's engines are very good because of the good optimization and damn fine graphics. Maybe that stands only for the CoJ games...
 
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