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

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Just the one for now. I so love the design of the Imperial Shuttle.

ooooooo that looks fantastic
 
I wish I had a key for Battlefront aggh, Im home all day today, but have work and school stuff to do tomorrow :(. WIll definitely stay up late to play tomorrow though.
 
Frostbite is churning out some of the nicest looking games lately with Battlefront and Need for Speed

I gotta say that I feel that the whole PBR push of late makes the graphics a bit boring overall. Like too realistic or something. Being physically correct isn't necessarily the right thing for a computer game graphics.

And beyond the announced, touted, hyped, expected and somewhat boring PBR materials and lightning I don't see anything outstanding in these SWBF shots.
 
I gotta say that I feel that the whole PBR push of late makes the graphics a bit boring overall. Like too realistic or something. Being physically correct isn't necessarily the right thing for a computer game graphics.

And beyond the announced, touted, hyped, expected and somewhat boring PBR materials and lightning I don't see anything outstanding in these SWBF shots.

I must say, I COMPLETELY disagree with you.

Notice when he changes skins, the new skin has no PBR materials. It looks like plastic or pvc, where before it looked like some kind of latex and metal.

How PBR Materials affect Eve Online ships


Where previously, we were limited to manually adjusting reflectivity, and diffuse, etc. Most things ended up as a varying roughness of plastic-looking textures. Now, we have materials that react accurately in any lighting environment. What this leads to is some devs relying on more realistic materials, and not leaving the comfort zone of, "Is it metal, plastic, or flesh." With PBR, you can make a "last gen" room look "Next Gen" just by replacing textures and lighting. Even low poly assets look a great deal better with PBR materials. This means better visuals with little variance in performance.

This is all my opinion, and I have no REAL experience with developing materials beyond plugging in diffuse maps and bump maps back in the day.
 
I gotta say that I feel that the whole PBR push of late makes the graphics a bit boring overall. Like too realistic or something. Being physically correct isn't necessarily the right thing for a computer game graphics.

And beyond the announced, touted, hyped, expected and somewhat boring PBR materials and lightning I don't see anything outstanding in these SWBF shots.

I think PBR is one of the best things to happen this gen.
 
Lovely! Snow looks really nice

What I find remarkable about it is that in the main game you never get to wander around in daylight on the map, yet they have created some nice detail here and there. It's basically a car chase/escape at dawn and a shootout at night on that map, then you never visit it again.

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Damn Battlefront looks nice, love me some PBR! But I guess the game still uses (if I'm not mistaken) some kind of crappy MSAA + FXAA combination as BF4/Hardline, Frostbite could really use some fancy TAA.

theres no more msaa, now theres fxaa and taa, tho honestly the taa is pretty shit
 
God damn, I already got my hopes up :-(
So it isn't even close to the quality of TAA used in UE4 or Ryse?

absolutely not. if they just labeled it fxaa ultra you wouldnt think twice. as sub optimal as it was, the deferred aa from previous FB3 titles will definitely be missed. i shudder to think how bad the forest map is going to look now that we cant use TRSSAA to clean up vegetation
 
absolutely not. if they just labeled it fxaa ultra you wouldnt think twice. as sub optimal as it was, the deferred aa from previous FB3 titles will definitely be missed. i shudder to think how bad the forest map is going to look now that we cant use TRSSAA to clean up vegetation

Just downsample, there's an option for resolution scaling in the menus.
 
Just downsample, there's an option for resolution scaling in the menus.

downsampling enough to get worthwhile visual improvements requires multiple top end gpus, something i will never do again until afr is dead and gone. msaa + trssaa provided affordable IQ Increases without investing in crappy mgpu
 
absolutely not. if they just labeled it fxaa ultra you wouldnt think twice. as sub optimal as it was, the deferred aa from previous FB3 titles will definitely be missed. i shudder to think how bad the forest map is going to look now that we cant use TRSSAA to clean up vegetation

Oh well that's just really lame, completely get rid of msaa and make an even worse option, sigh...

Just downsample, there's an option for resolution scaling in the menus.
downsampling enough to get worthwhile visual improvements requires multiple top end gpus, something i will never do again until afr is dead and gone. msaa + trssaa provided affordable IQ Increases without investing in crappy mgpu
This ^
Just recently got a 980 Ti but come on lets be honest, there's no way it'll ever be able to run Battlefront in 4K maxed out and maintain 60 FPS. A good TAA implementation would have been a lot better option for maintaining decent IQ and high FPS.
 
Oh well that's just really lame, completely get rid of msaa and make an even worse option, sigh...



This ^
Just recently got a 980 Ti but come on lets be honest, there's no way it'll ever be able to run Battlefront in 4K maxed out and maintain 60 FPS. A good TAA implementation would have been a lot better option for maintaining decent IQ and high FPS.

upon further inspection, its extremely hard to even tell fxaa and taa apart in this game. its equally as hard to find a single edge or surface that doesnt shimmer like hell when moving.
 
First time ive used origin and didn't realise there is no screenshot ability.

Not sure I want to buy FRAPS for one game, is it better than the Steam capture function?
 
First time ive used origin and didn't realise there is no screenshot ability.

Not sure I want to buy FRAPS for one game, is it better than the Steam capture function?

Fraps has a free mode which captures BMPs (I use that too in the shots above). Then use FastStone Image Viewer to convert the BMPs in a batch to e.g. PNGs. Easy :)
 
Fraps has a free mode which captures BMPs (I use that too in the shots above). Then use FastStone Image Viewer to convert the BMPs in a batch to e.g. PNGs. Easy :)
thanks,

that's what Ive been using but my shots don't seem to look as good as yours so thought I was losing quality!
 
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I must say, I COMPLETELY disagree with you.

Notice when he changes skins, the new skin has no PBR materials. It looks like plastic or pvc, where before it looked like some kind of latex and metal.

How PBR Materials affect Eve Online ships


Where previously, we were limited to manually adjusting reflectivity, and diffuse, etc. Most things ended up as a varying roughness of plastic-looking textures. Now, we have materials that react accurately in any lighting environment. What this leads to is some devs relying on more realistic materials, and not leaving the comfort zone of, "Is it metal, plastic, or flesh." With PBR, you can make a "last gen" room look "Next Gen" just by replacing textures and lighting. Even low poly assets look a great deal better with PBR materials. This means better visuals with little variance in performance.

This is all my opinion, and I have no REAL experience with developing materials beyond plugging in diffuse maps and bump maps back in the day.

I'm not seeing much of a difference in Warframe and as for EVE - it just shows that their previous lightning solution was crap. I'm not saying that it's bad but just going off its name you can be sure that most devs will use the laws of real world physics which will make most materials / effects look a lot like each other even in different engines. This is why I'm saying that I think it makes graphics boring as it basically removes the ability to do something crazy with lightning / material and get a unique look / atmosphere.

And I'm pretty sure that you're mixing a lot of different lightning stuff under the same PBR banner when you're talking about the "last gen room". PBR is more about material shaders than anything else. I would hate to see all materials looking the same "physically correct" in all games. CG isn't about realism or real world physics, at least not in every game out there.

God damn, I already got my hopes up :-(
So it isn't even close to the quality of TAA used in UE4 or Ryse?

If Ethan Redux's TAA is a good indication of UE4's TAA quality then I can safely say that it's as crappy as FXAA if not worse. And I honestly see no reason why it wouldn't be as TAA is basically the same blur filter as post-AA with the only difference being bluring in temporal space instead of the screen space.
 
There is also an ENB for the base game that adds SSR etc. (I believe)
Wish I had that version of the game, doesn't work with directors cut as far as I know :(

Yeah, I've had severe difficulties with the multiple versions of this game and the different features of each. For example:

Vanilla DX:HR:
  • FOV changes with flycam with unpatched vanilla version
  • SGSAA with DX9
  • GeDoSato with DX9
  • ENB fix to remove the shitty filter
  • Quest bugs because vanilla
  • Poor Boss fights because vanilla
  • No integrated Missing Link DLC into the campaign
  • Shitty AA solution for the game in DX11

Director's Cut:
  • No FOV changes with flycam
  • HUD toggle only works with DX11
  • Which means -> No GeDoSato, No SGSAA
  • Integrated Missing Link DLC
  • Less bugs, improved textures and lighting
  • Shitty AA solution for the game

Couple the fact that if I ran DX9 and downsampled with GeDoSato, then any post-processing effects (Reshade) would have been lost whenever I do screencaptures. After trying to work around it for several days I just said fuck it and did a normal playthrough with DX11, Reshade, 2160p, and Edge AA (the SMAA in Reshade/SweetFX didn't have any noticeable effect regardless of configuration). I could have just made a vanilla playthrough with ENB fix, but I wanted to play the DC version which I hadn't played yet. The end-result was subpar IQ, but at least the JJ Abrams lens flare looked nice.

How di you get rid of the HUD ?

Edit : Crap , top of page .

The Janitor made a great HUD toggle for the DX11 versions of the DC.
 
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