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

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Arkham City/Mastereffect/Reborn

Thought I'd try using the colormod for these.

Edit: So I just started using GeDoSato for the first time soon after taking these shots. My god I had no idea it would make such a difference in image quality.

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Also felt like cheating. You get a much wider FOV like that and can see things offscreen that you wouldn't normally see. Was soooo much easier playing as a Demon Hunter like that :)

Ahhh.... I miss that game.
 
Also felt like cheating. You get a much wider FOV like that and can see things offscreen that you wouldn't normally see. Was soooo much easier playing as a Demon Hunter like that :)

Ahhh.... I miss that game.

New season started just now with a new patch and all - it's a good time to jump in. Again.

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I kinda wish the HUD was something you could hide though, because it's a pretty game and ReShade tilt-shift could look neat.
 
Dat leg. I couldn't help but notice that mysterious "ghosting" or blur on those trees in the middle. I've seen that happen for me as well but I'm not sure if it's TXAA or motionblur or what...

Not TXAA because I didn't use that when taking screenshots. I also have motion blur turned off. But it still happens in screenshots. The only way I could ever prevent that is by remembering to timestop everything before taking a screenshot. Otherwise foliage is still shifting around and you get that weird ghosting.
 
New season started just now with a new patch and all - it's a good time to jump in. Again.

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I kinda wish the HUD was something you could hide though, because it's a pretty game and ReShade tilt-shift could look neat.

You can hide the HUD with GeDoSaTo.
 
Crazy! If only there was a way to run this in 50+fps.

Don't worry, Bethesda's marvellous technology scales to an excellent degree with modern hardware, especially multi-card setups. After all, the all new Creation Engine was created from scratch, so why wouldn't it be really well optimised?

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To those using ReShade 0.17.1 with framework, do you get Ambient Light to work? I've only tried it with one game but it always freezes at compiling the shaders? I'm sure I've got it to work when not downsampling....

Edit: yup, double checked it, downsampling either kills it for me or it literally takes forever to compile.
 
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