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

It's the Witcher 3 resurgence.

Reshade+Cut-scene lighting mod+Advanced Ambient Lighting through Framework GemFx.

witcher3_2015_09_11_2q8snf.jpg


witcher3_2015_09_11_28asje.jpg
 
Ethan Carter Unreal Engine 4 update, max settings, TAA with scaling at 200%:

ethancarter1h9amg.png


ethancarter27gzzp.png



The game looks good but off the top of my head I don't remember whether it is looking noticeably better than the UE4 version. It does run smoothly though, besides the occasional stutter if you run a long way, when I'm guessing you hit some sort of asset streaming boundary. I don't have an SSD so it might be almost seamless with that.

My 2GB 770 was happy with 1680x1050 at 60+ fps until I moved scaling from 100% to 200%. Then it started varying in the 20-40 fps range.
 
A few more Witcher 3 shots because words can't describe how this looks in motion indoors with Reshade+cut-scene lighting and Advanced Ambient Light. 0_0. If you have the horsepower to run it beyond ultra by modifying your .ini files including shadow mapping, and you add these mods, you won't believe your eyes.

witcher3_2015_09_11_24ks2j.jpg
 
ethancarter-win64-shipmrx4.png


The situation with AA in UE4 is basically what I was afraid of. You have a plethora of post AA options which are all pretty much crap and then you have a SSAA which kills the performance completely. I really don't see any benefits to running Ethan Carter in UE4 as it looks pretty much the same but has either worse AA or worse performance.

Here are some comparison shots:

No AA:


FXAA:


T-FXAA:


SMAA 1x (doesn't blur but doesn't AA much either):


SMAA T2x:


UE4's TAA (bleh, the worst of the bunch I'd say):


SSAA 2x2:


SSAA 2x2 + SMAA 1x (the best overall combination but performance tanks from 120 to 30 fps with it):


UE3 version running MSAA 8x + TrSSAA 8x is much better at AA than the last shot while hanging around 60 fps on a 980Ti in general. I really hope that Epic will add MSAA support to UE4 at some point.

Here's a shot of UE3 version with MSAA 8x + TrSSAA 8x from pretty much the same location:



It's about 50% faster than UE4's version SSAA 2x2 + SMAA 1x and you can make it even faster with little quality loss by going to TrSSAA 4x instead of 8x.
 
Anyone know any guides to finding FOV values in a game through Cheat Engine when you can't change the FOV and you don't know the exact value?

Thanks in advance.
 
UE3 version running MSAA 8x + TrSSAA 8x is much better at AA than the last shot while hanging around 60 fps on a 980Ti in general. I really hope that Epic will add MSAA support to UE4 at some point.
I miss MSAA. That's probably my biggest gripe about modern deferred rendering engines. I feel like any time it comes up, people point out that it's not perfect with transparency or certain other aspects, but even so I still WISH I had the option.

I get the impression tons of hobbyists are submitting updates to UE4 so technically I guess any of us could work on adding MSAA ourselves. I'm guessing it must be tough or someone would have already done it, but who knows.

I'm a fan of UE4 being open-sourced and the engine is pretty cool in general, but I really wish there wasn't so much post-processing and chromatic aberration in general. If there's post-processing / CA in Ethan Carter, it's using something other than the default edge fringe stuff so you can't kill it with the console command apparently.
 
I miss MSAA. That's probably my biggest gripe about modern deferred rendering engines. I feel like any time it comes up, people point out that it's not perfect with transparency or certain other aspects, but even so I still WISH I had the option.

I get the impression tons of hobbyists are submitting updates to UE4 so technically I guess any of us could work on adding MSAA ourselves. I'm guessing it must be tough or someone would have already done it, but who knows.

I'm a fan of UE4 being open-sourced and the engine is pretty cool in general, but I really wish there wasn't so much post-processing and chromatic aberration in general. If there's post-processing / CA in Ethan Carter, it's using something other than the default edge fringe stuff so you can't kill it with the console command apparently.

Well, the obvious issue with no MSAA support for me is that UE4 games are missing all the performance / quality options in between SMAA 1x/T2x and SSAA/DSR modes. As I've said going from SMAA to SSAA in Ethan Redux means than you're going from 120 fps to 30 fps without any stops in the middle which is completely bonkers in my opinion. The abundance of AA options on modern hardware means that we won't be without AA at all as it was in the beginning of UE3 cycle but to get to something like my big shot above you'll need a hell of a machine as running 5K downsampling isn't exactly easy even on 980Ti.

I've done some more digging and I have to say that SSAA + UE4's TAA mode looks kinda cool - it's blurry of course but it kinda fits the Ethan Carter "dreamy" graphics style. But DSR 4x + SMAA 1x is my preference here as DSR produces a more detailed image than in-game SSAA for some reason.
 
Thanks dr_rus for the AA comparisons, saves me downloading the redux version! ;) I agree, looking at your shots, the UA3 version doesn't look that much worse, in fact it looks better than many of the UA4 shots.

The last hitman shots
21361012161_9f6b5481ef_o.png

21326493046_52c40f5ce6_o.png
 
20735691154_01f18be8a5_o.jpg


21347499292_f77e1c4c62_o.jpg


Anyone know any guides to finding FOV values in a game through Cheat Engine when you can't change the FOV and you don't know the exact value?

Thanks in advance.

CE Forum
CE Forum 2

There are some small threads about it on the cheat engine forum but nothing comprehensive.

When you can't change the fov whatsoever it will be very hard (I believe, not really that knowledgeable to be sure) the value should be somewhere around other camera function values but I can't give you any tipps. I know that all I would try is find something camera related if there is anything besides the position of the camera and blindly going through them as if it was a big checklist. With luck you find something, if not then you've wasted several hours searching for it.
 
Damn, lots of wonderful stuff here, good job everybody!
I recently sold my GTX 970 and I've been rocking an old GTX 560 this whole week, it's amazing how much more powerful the GPUs have become in a few years. Just got my GTX 980Ti order status upgraded to "package sent", just gimme dat GPU already!
 
The situation with AA in UE4 is basically what I was afraid of. You have a plethora of post AA options which are all pretty much crap and then you have a SSAA which kills the performance completely.
UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.

You can always run a sharpening filter over the result (or combine it with moderate levels of downsampling with a very sharp kernel) afterwards.
 
Anyone know any guides to finding FOV values in a game through Cheat Engine when you can't change the FOV and you don't know the exact value?

Thanks in advance.
Watch for any sort of FOV change and search for changed values (usually float). Sometimes the game may change the FOV as part of the camera bouncing around, especially in 3rd person games. I though here was no way to trigger a FOV change in Prince of Persia until I noticed the FOV increased whenever the camera was pushed into the ground looking up. Then noticed a value near the camera structure that was changing in concert with this and realized it was the FOV. Also look for any situation where the FOV might change, usually scripted cinematic sequences will have a lower FOV than normal gameplay.

What's the game? There may be another tool that already allows FOV changes such as FlawlessWidescreen or Widescreenfixer.
 
Watch for any sort of FOV change and search for changed values (usually float). Sometimes the game may change the FOV as part of the camera bouncing around, especially in 3rd person games. I though here was no way to trigger a FOV change in Prince of Persia until I noticed the FOV increased whenever the camera was pushed into the ground looking up. Then noticed a value near the camera structure that was changing in concert with this and realized it was the FOV. Also look for any situation where the FOV might change, usually scripted cinematic sequences will have a lower FOV than normal gameplay.

What's the game? There may be another tool that already allows FOV changes such as FlawlessWidescreen or Widescreenfixer.

Deus Ex: Human Revolution Director's Cut. The Fatalis debug camera still works in the DC version, but its FOV options with the 360 triggers don't. I know that everything works on the unpatched, vanilla version of DXHR, but I really want to play the Director's Cut with its different improvements in gameplay and graphics.

I managed to find the FOV values (g_fov) for the regular gameplay and change them with Cheat Engine, but when switching to the noclip camera, the FOV values are different and static. There's no change in FOV throughout the course of the game, so I'm kind of shit out of luck.
 
witcher3_2015_09_12_21tsxe.jpg


witcher3_2015_09_13_0t0sk8.jpg


UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.

You can always run a sharpening filter over the result (or combine it with moderate levels of downsampling with a very sharp kernel) afterwards.

It blurs too much. No amount of sharpening will be able to restore the lost details. But I see how it can be interesting when combined with SSAA 2x1 or 2x2. Still I myself prefer SMAA 1x. A bit of aliasing left is always more preferable to me than any blur filtering.
 
UE4's TAA is absolutely fantastic in terms of quality/performance though. Probably the best method currently available for dealing with all kinds of aliasing artifacts (spatial, temporal, sub-pixel, shader, etc.) with low performance overhead.

You can always run a sharpening filter over the result (or combine it with moderate levels of downsampling with a very sharp kernel) afterwards.

do you know what they are doing differently than the smaa in ryse/nvidias txaa?(the msaa component of txaa being ignored of course)
 
340170_2015-09-13_000jjskl.jpg

340170_2015-09-13_000mdsax.jpg


do you know what they are doing differently than the smaa in ryse/nvidias txaa?(the msaa component of txaa being ignored of course)
I think it's just a further refinement of the same principles, very well tweaked for motion, and well-integrated in the entire engine pipeline (e.g. there are ways to easily prevent specific materials from being targeted by the temporal component, which is useful for stuff like small fast-moving alpha-blended particles).
 
Top Bottom