2016 PC Screenshot Thread of No Compromises

For some reason I'm getting some weird shadow banding on Ciri here. No idea why.

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This here is a good demonstration of the porous rocks you get with the HD Reworked texture mod. I should grab a screen here without it as well. They look very different.

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Talking to me? If so, that's a Nilfgaardian outfit IIRC. I found it when visiting the merchant over at the bloody baron during my NG+. It's part of the DLC? Even though I don't particularly like Nilfgaard (understatement), I do like this outfit.
Yup. Ah if it's a DLC outfit that explains why I haven't seen it much. I really like the look of it.
 
Does the RBM shader add reflections to EVERY surface/object?

I feel like some of those surfaces are not even supposed to be that shiny/reflective. ^^

I think so, yes. I don't know how it works but it can't discern materials and is only taking depth, brightness and viewing angle into account and appears wrong and on surfaces they are not supposed to appear. They do not hold up compared to real reflections, Dead Space doesn't really have any mirrored reflections at all though so I take it, being on a space ship with mostly metal corridoors it actually works in favor of the game most of the time as it is only very subtle with the games over the shoulder perspective. There are few situations where it actually bothered me that they aren't physically correct.

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Flickr
 
I think so, yes. I don't know how it works but it can't discern materials and is only taking depth, brightness and viewing angle into account and appears wrong and on surfaces they are not supposed to appear. They do not hold up compared to real reflections, Dead Space doesn't really have any mirrored reflections at all though so I take it, being on a space ship with mostly metal corridoors it actually works in favor of the game most of the time as it is only very subtle with the games over the shoulder perspective. There are few situations where it actually bothered me that they aren't physically correct.

How did you get the RBM shader working without having those disastrous black lines and dots everywhere? Or has it been fixed in the updated github shaders?
 
How did you get the RBM shader working without having those disastrous black lines and dots everywhere? Or has it been fixed in the updated github shaders?

I have not tried RBM with any other game but I did not encounter black lines and dots in Dead Space using the ReShade version you download from the frontpage of ReShade.me.

Maybe Dead Space is not as problematic with RBM or maybe they have fixed it. I certainly didn't do anything specifically to counter those artefacts. I may have unknowingly, if that's even possible, but I'm not sure what it was in that case. I only remember putting RBM before dof in the effect order list as it was drawing reflections over the blurred image, which looked wrong. Did this halfway through the game so I have a few screenshots with these artefacts, not sure if this could have anything to do with it though.

EDIT:

Could you test it with another game using the same settings as in Dead Space and see if any black dots appear? Rather strange if RBM is bound to DoF in some way. Would really appreciate if you'd upload those settings so I could test it out myself too.

...

If you want to give it a go Dropbox Link

Some thing that may or may not be helpful (if it's not working on your end):

DOF toggle is on "Pos1"
RBM toggle is on "Numpad1"
SSAO toggle is on "Numpad0"
Rest is on "End"

Everything in Dead Space advanced graphics options is disabled except for shader and shadow quality which are set to max and decals is on (I don't even know what that does lol) and I'm playing at 1440p and the game framelimited to 30fps via Nvidia Inspector (I think, hope I'm not misremembering things) and I think I set AF to 16 there too. I'm playing with Widescreenfixer for more fov or for a more zoomed out camera perspective, I doubt that has any effect on RBM though.

EDIT2:

Just tested with Crysis 3 and didn't notice any black lines or dots but after disabling all other shaders except RBM the artifacts became visible again. For some reason all of them appear a lot further away in the distance, probably why they're not visible in Dead Space + count in all the DoF, FXAA and filmgrain to hide the artifacts. You have somehow magically managed to push back the threshold of how close the artifacts actually appear in screen space which is very good for screenshots :)

Hm, maybe it's the nearblur curve, I set that to 1000 so nothing gets blurred directly in front of the camera, combined with 0.5/0.5 focus point that pushes the dof out of the foreground, I don't know.

I also set fade out for SSAO close to the camera so it does not draw over fog (or as close as it gets withouth losing it's effectiveness, I really have no idea what it could be otherwise.
(Wait, maybe it's the dof fix from the discussion on Midhras flickr... I'm actually not sure I used that, I definitely used the SSAO fix though)
 
I have not tried RBM with any other game but I did not encounter black lines and dots in Dead Space using the ReShade version you download from the frontpage of ReShade.me.

Maybe Dead Space is not as problematic with RBM or maybe they have fixed it. I certainly didn't do anything specifically to counter those artefacts. I may have unknowingly, if that's even possible, but I'm not sure what it was in that case. I only remember putting RBM before dof in the effect order list as it was drawing reflections over the blurred image, which looked wrong. Did this halfway through the game so I have a few screenshots with these artefacts, not sure if this could have anything to do with it though.

Could you test it with another game using the same settings as in Dead Space and see if any black dots appear? Rather strange if RBM is bound to DoF in some way. Would really appreciate if you'd upload those settings so I could test it out myself too.

EDIT

If you want to give it a go Dropbox Link

Some thing that may or may not be helpful (if it's not working on your end):

DOF toggle is on "Pos1"
RBM toggle is on "Numpad1"
SSAO toggle is on "Numpad0"
Rest is on "End"

Everything in Dead Space advanced graphics options is disabled except for shader and shadow quality which are set to max and decals is on (I don't even know what that does lol) and I'm playing at 1440p and the game framelimited to 30fps via Nvidia Inspector (I think, hope I'm not misremembering things) and I think I set AF to 16 there too. I'm playing with Widescreenfixer for more fov or for a more zoomed out camera perspective, I doubt that has any effect on RBM though.

Just tested with Crysis 3 and didn't notice any black lines or dots but after disabling all other shaders except RBM the artifacts became visible again. For some reason all of them appear a lot further away in the distance, probably why they're not visible in Dead Space + count in all the DoF, FXAA and filmgrain to hide the artifacts. You have somehow magically managed to push back the threshold of how close the artifacts actually appear in screen space which is very good for screenshots :)

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Trying out some composition theory, which is surprisingly hard, even in a sandbox where you can control pretty much anything.

Creating depth by adding elements at various distances from the camera.
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Using lines to create tension in the image
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alt

@Groinshooter: it might be the black dots came from the hideous depth buffer linearization Reshade did in previous versions where it contained SweetFX depth buffer dithering, ruining fine detail in depth differences. But not sure.
 
This here is a good demonstration of the porous rocks you get with the HD Reworked texture mod. I should grab a screen here without it as well. They look very different.
23959037339_8c401990b5_o.jpg

Great shot! Can you also make non-STLM shot as well at same time of day(for science)? I am readly dissapointed with it. Daytime looks too cartoonish (like fairytale) and nightitme is too bright. Both things ruin Witcher 3 atmosphere for me. Surprised you keep making screenshots with it. Though anything you post is indeed amazing so far!
 
Great shot! Can you also make non-STLM shot as well at same time of day(for science)? I am readly dissapointed with it. Daytime looks too cartoonish (like fairytale) and nightitme is too bright. Both things ruin Witcher 3 atmosphere for me. Surprised you keep making screenshots with it. Though anything you post is indeed amazing so far!

Erm. I'm not using STLM. I've never used STLM longer than 5 minutes. Because I hate it.
 
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Hey
Yeah?
Do you ever wonder why we're here?

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ArmA is still one of the most technically ambitious open-world games. If that Tanoa expansion actually improves CPU optimization through DX12 it could be downright magical.

For those not familiar with ArmA III, you can enter every single building you see in these screenshots, even all the ones in that city off in the distance. The problem is most people playing this game will probably have the viewing distance set to maybe a fifth of what it is in these screenshots. The draw distance during actual playable gameplay probably cuts off somewhere just past the first set of hills, otherwise the game runs at like 17 frames per second.
 
ArmA is still one of the most technically ambitious open-world games. If that Tanoa expansion actually improves CPU optimization through DX12 it could be downright magical.

For those not familiar with ArmA III, you can enter every single building you see in these screenshots, even all the ones in that city off in the distance. The problem is most people playing this game will probably have the viewing distance set to maybe a fifth of what it is in these screenshots. The draw distance during actual playable gameplay probably cuts off somewhere just past the first set of hills, otherwise the game runs at like 17 frames per second.
This was always the most impressive part of the game for me. It's a huge improvement over the previous ArmA/OFP games.

At 150% sampling, max settings and 12km view distance I get 10 fps with the 750ti.

Is it any better with say the 970 or 980ti?
 
This was always the most impressive part of the game for me. It's a huge improvement over the previous ArmA/OFP games.

At 150% sampling, max settings and 12km view distance I get 10 fps with the 750ti.

Is it any better with say the 970 or 980ti?

Probably not by much. The game is mostly CPU-bound, though one GPU killer might be the setting that controls the rear-view mirrors in vehicles. That's one of those crazy future-system settings like ubersampling.
 
I just notice something, Photoshop JPEG setting (quality 12) same almost qaulity as PNG and almost twice less MB.

It is known. On 100% scale, 98% jpeg (or quality 12 in Photoshop) is nearly indistinguishable from a lossless png to the naked eye while being significantly smaller.
 
It is known. On 100% scale, 98% jpeg (or quality 12 in Photoshop) is nearly indistinguishable from a lossless png to the naked eye while being significantly smaller.

Well, when i look in this thread generally people still using PNG, so more people should learn about that. :D

I taking pics in PNG and downscale to JPEG with Photoshop with automate batch, also process very quickly with so much pics than PNG to PNG. (like 3x speed)
 
FYI, this "Alo81's JPEG Guide: Everything you need to know about saving as a JPEG without getting shanked" post is linked in the OP.

As I recall it, this came after a discussion few years ago that started after someone noticed that max quality photoshop jpegs were smaller than max quality faststone jpegs while being of similar quality. And then we snooped around a little and turns out max quality in photoshop was actually more or less 97~98 on both luminance and chrominance, which in turn led to 98% faststone setting.
 
Ah good reminder. Indeed looks like a waste of bandwidth to keep using PNGs (mine are sometimes around 5-6MB a pop, which might not be that great for bandwidth constrained fellow thread readers!). I'll switch to 98%jpgs from now on.
 
Irfanview 100% quality JPEG really bad. Even almost there is no difference than 97%

Especially look at hairs.

PS quality 12: http://abload.de/img/witcher3_2015_12_27_1naosw.jpg

Irfan 100%: http://abload.de/img/irfan93pa7.jpg

Irfan 97%: http://abload.de/img/irfan970vpvn.jpg
Must have something to do with your IrfanView settings. I used your PS quality 12 and saved it with 97% on IrfanView: http://abload.de/img/witcher3_2015_12_27_1vismx.jpg

You must make sure to disable chroma color subsampling (use 1x1 blocks) in the save dialog in IrfanView.
 
I used Irfanview to convert to JPEG's up and til about a month ago when I switched over to Faststone. I like that it offers more image settings to play around with but the fact you can't open multiple windows at once to compare shots without batching files or having to select thumbnails for a side by side comparison is just ridiculous. Probably a discussion for another forum tho :-p
 
ArmA is still one of the most technically ambitious open-world games. If that Tanoa expansion actually improves CPU optimization through DX12 it could be downright magical.

For those not familiar with ArmA III, you can enter every single building you see in these screenshots, even all the ones in that city off in the distance. The problem is most people playing this game will probably have the viewing distance set to maybe a fifth of what it is in these screenshots. The draw distance during actual playable gameplay probably cuts off somewhere just past the first set of hills, otherwise the game runs at like 17 frames per second.

If only the developers would rebuild the game engine to better support multi threading.
 
Well, when i look in this thread generally people still using PNG, so more people should learn about that. :D

All of my images are 98% quality JPGs saved from FastStone Image Viewer. Because 98% of the time, PNGs are unnecessary.

When the forth rule of a thread is literally "Don't compress your screens" (a misnomer, tbh) and the previous thread's title was 'the only place compression isn't' I'd say it gives the impression using anything other than PNGs is naughty. I mean, there's a difference between bad compression and good compression. Even PNGs technically use compression (the lossless kind anyway).
 
That rule is a safeguard against people that don't know any better...

If I didn't tell you I was using 98% JPGs from FastStone and you didn't check the file type, you'd not be able to tell they weren't PNGs.
 
Man, this game ages like fine wine.

Yes sir, and only one mod required for that draw distance and perfect widescreen for Mafia, drop in game folder and good to go: https://thirteenag.github.io/wfp#s_other2

Tons of widescreen games fixes hosted there. Also... classic hide in the toilet trick, won't fool me (again)!

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Thank to all those modders there as well as all the modders at sites like gtaforums.... took a quick peek over there to jack some of these mods and voila... amazing remastering work.

The number of mods to fix up the vanilla PC version of GTA SA in particular is inane, like 15+, but thanks to their work and mod managers it wasn't nearly as daunting as it could've been... and the PC version can genuinely become the definitive version which is great (but you need to vanilla PC release of course for the absolute best version). You can read more about how to really get definitive versions up and running for GTA III/SA/VC here:

http://gtaforums.com/topic/399016-iii-xbox-version/
http://gtaforums.com/topic/555256-wip-vice-city-xbox-mod/
http://gtaforums.com/topic/749193-ps2-features-to-pc-index/
http://gtaforums.com/topic/558110-4x-street-object-draw-distance/

Back to screenshots, trying out that Spring mod for Fallout, nice and green so maybe I can jump back into it now :)

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