2016 PC Screenshot Thread of No Compromises

It worked out of the box for me.
ZhBmuO0.png

In Global.cfg I have:
RESHADE_DEPTH_LINEARIZATION 1 duh
RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0
everything else set to 0
I'm running the game in borderless windowed and have upscaling off. ReShade 2.0.3...
Depth based effects create some horrible aliasing in this game. The kind you often get when you have ingame AA turned on but turning off AA here doesn't help.
Default reshade profile.cfg places some effects after SMAA in the pipeline. Look into presets\default\pipeline.cfg and move the AA ones below the effects using depth buffer (and turn them on of course ;)). Here's my order, based on what I'd found logical. There's not 'one' ordering which is correct, some people say DOF etc. should be first, others say it should be last. Reshade's default setup uses the former approach, but I think the latter is better.

Code:
#include EFFECT(CeeJay, DisplayDepth)

// scene additions
#include EFFECT(MartyMcFly, SSAO)
#include EFFECT(MartyMcFly, Emboss)
#include EFFECT(MartyMcFly, RBM)

// misc 2D effects
#include EFFECT(CeeJay, HDR)
#include EFFECT(MartyMcFly, HSV)
#include EFFECT(JPulowski, LeiFX)
#include EFFECT(CeeJay, Explosion)
#include EFFECT(IDDQD, DaltonizeFX)
#include EFFECT(IDDQD, DOSFX)
#include EFFECT(CeeJay, Ascii)
#include EFFECT(JPulowski, Paint)
#include EFFECT(CeeJay, Cartoon)
#include EFFECT(JPulowski, Outline)
#include EFFECT(IDDQD, VHS)
#include EFFECT(CeeJay, AdvancedCRT)
#include EFFECT(CeeJay, PixelartCRT)

// misc 2D buffer correctors
#include EFFECT(JPulowski, Deband)
#include EFFECT(JPulowski, Denoise)

// blur
#include EFFECT(Ganossa, TiltShift)
#include EFFECT(Ganossa, AdvMotionBlur)
#include EFFECT(Ganossa, MotionBlur)
#include EFFECT(Ganossa, MotionFocus)
#include EFFECT(JPulowski, HQ4X)
#include EFFECT(Ioxa, Gaussian)

// bloom
#include EFFECT(Otis, AdaptiveFog)
#include EFFECT(Ganossa, Bloom)
#include EFFECT(CeeJay, Bloom)

// sharpening
#include EFFECT(bacondither, AdaptiveSharpen)
#include EFFECT(JPulowski, FineSharp)
#include EFFECT(CeeJay, LumaSharpen)

// color manipulation
#include EFFECT(Alo81, Grain)
#include EFFECT(CeeJay, Shared)
#include EFFECT(Ganossa, TuningPalette)
#include EFFECT(CeeJay, CA)
#include EFFECT(MartyMcFly, ColorCorrection)
#include EFFECT(MartyMcFly, FishEyeCA)
#include EFFECT(MartyMcFly, YACA)

// Camera effects, non-blur
#include EFFECT(Otis, Emphasize)
#include EFFECT(MartyMcFly, HeatHaze)
#include EFFECT(CeeJay, LensDistortion)
#include EFFECT(Ganossa, AmbientLight)

// Camera effects,  Depth Of Field based effects
#include EFFECT(Otis, DepthHaze)
#include EFFECT(MartyMcFly, DOF)

// AA
#include EFFECT(CeeJay, SMAAWrap)
#include EFFECT(CeeJay, FXAAWrap)

// overlays
#include EFFECT(Ganossa, Gr8mmFilm)
#include EFFECT(Ganossa, UIMask)
#include EFFECT(Ganossa, Border)
#include EFFECT(Ganossa, Magnify)
#include EFFECT(Ganossa, SplitScreen)
#include EFFECT(Otis, GoldenRatio)
#include EFFECT(Otis, MouseOverlay)
 
These probably don't look as good as they could, since I'm just using Print Scrn and Windows is saving the screenshots to my OneDrive.

Gears of War 4

2016-10-10.png


2016-10-10%20%283%29.png
 
Wow, very cool shots, AutoReply!

Did someone create a free camera for Blacklist as well?

It was my plan to do that (if noone else has done it already?) once I get around replaying Blacklist. But Conviction gave (and still is giving) me a lot of headaches regarding freecam and hud toggle so I can't say for sure I will be successful at doing so.
 
Default reshade profile.cfg places some effects after SMAA in the pipeline. Look into presets\default\pipeline.cfg and move the AA ones below the effects using depth buffer (and turn them on of course ;)). Here's my order, based on what I'd found logical. There's not 'one' ordering which is correct, some people say DOF etc. should be first, others say it should be last. Reshade's default setup uses the former approach, but I think the latter is better.
It's not SMAA but something about how the game renders or handles depth. It's visible even with SMAA (and any other AA) off.

Awesome shot :)
All thanks go to Hattiwatti, our sole 0-day camera hacks supplier ever since James retired. :P
http://cinetools.xyz/games/

29634011873_6c25dc6278_o.jpg
 
It's not SMAA but something about how the game renders or handles depth. It's visible even with SMAA (and any other AA) off.
No I meant: any effect in the reshade pipeline will potentially ruin game AA, especially depth based effects, simply because pixels which are changed by the game AA aren't necessarily in the depth buffer at the depth of their neighbouring pixels which they smoothen out. Say a line at 45 degrees, a nice staircase of pixels. The line is in the depth buffer. If the AA in the game is using solely screenspace pixels, the pixels used to make the line look smooth are outside the line and not in the depth buffer (but are recolorized pixels of the geometry behind the line, with depth buffer values which are much higher than the line's pixels). If you then e.g. add a DoF or fog on top of that image based on depth buffer, the pixels of the line will be in focus, but the pixels used to smoothen the line out are not (as the AA happens in screenspace, so these pixels are far away) and thus get potentially a different color.

So those pixels, from the background behind the line, which are re-colored by the AA in the game, are again recolored by a reshade effect in that same framebuffer. This then ruins the in-game AA as the pixels are e.g. made white by a depth based fog added by reshade and the line, which is in focus, is then suddenly losing its AA.

I saw this when I wrote adaptive fog for reshade, it looked awful, staircases everywhere :) I happened to have added it after SMAA in the reshade pipeline. Enabling SMAA in reshade and making sure all depth based effects were done before SMAA (so SMAA again could smoothen everything in screenspace) it was solved. (well, more or less, SMAA in reshade isn't the strongest of AA, but it's a start).

Does this make sense? ;)
 
Wow, very cool shots, AutoReply!

Did someone create a free camera for Blacklist as well?
I'd been working on one but didn't get it completed. If anyone is able to get rid of the main menu HUD then I think I still have a working pause camera table (barring FOV which eluded me for some reason).


It was my plan to do that (if noone else has done it already?) once I get around replaying Blacklist. But Conviction gave (and still is giving) me a lot of headaches regarding freecam and hud toggle so I can't say for sure I will be successful at doing so.
What sort of problems were you having? I think I gave up on that one when I wasn't able to get any keybinds to work.
 
How can I enable anti-aliasing with Grow Up? They have 0 AA options and I can't use DSR cause Nvidia doesn't allow it on laptops.
 
I'd been working on one but didn't get it completed. If anyone is able to get rid of the main menu HUD then I think I still have a working pause camera table (barring FOV which eluded me for some reason).


What sort of problems were you having? I think I gave up on that one when I wasn't able to get any keybinds to work.

Every game I've seen, camera position values were written ala "register+offset <- register" (xyz all have their own offset) or in a variation of that, in Conviction they are written (or transported) via movsd only instruction, despite Dark Byte telling me what it does I lack the understanding/brain capacity of using it to do what I want :)
So I used the next best thing I was able to find which is the instructions that writes to the camera target of Fisher. That works but now it has a rotational orbit, making photo stitching useless and also still has collision.

For the hud I need to filter out addresses at a shared instruction and target only specific addresses while all code injections crash the game at that memory location. The Janitor already has a solution for this though via helix mod, I'm adamant on this and want to solve this in CE, don't know how to though. I also have no timescale stuff. Even FOV is a hassle but I have that.

How can I enable anti-aliasing with Grow Up? They have 0 AA options and I can't use DSR cause Nvidia doesn't allow it on laptops.

ReShade SMAA worked great in Grow Home, I haven't tried it because I don't have Grow Up but I assume it works there too.

Edit:
movsd moves 64bit doubles between xmm registers or memory. Floating point values can be single precision (the C type float) or double precision (the C type double) double precision values have way more room to store fraction values, so they can be more precise (IEEE floating point representation is an approximation). The x86 processors use either the FPU (with instructions like fld which work on the FPU stack) which is old style or SIMD (using instructions like movsd, movups etc.) instructions which use the xmm registers and can operate on multiple values in one go. So if you want to do something with the double precision values, you have to look into SIMD instructions (as the FPU stuff is 32bit). This isn't that hard though, I just happened to look into that today for a rewrite of the Darksiders II CE table, see e.g. this primer: http://neilkemp.us/src/sse_tutorial/sse_tutorial.html. If you need help with that, DM me.

Thanks Otis, I will look into that later (and maybe write you a pm about it)

Edit2:
You should do the awesome job of diasbling the horendous black and white filter once you're hidden in Conviction too! Man I playing that game perfectly stealthing means you're never seeing colours!

I didn't mention this but that was the first thing I've searched for (and I found it)
 
Gears of War 4
lots of shots
Hey, welcome, nice of you to join us. Here, have a look at the OP to see what the rules are: http://www.neogaf.com/forum/showpost.php?p=190915445&postcount=1.

(TL;DR: 2 shots per post)

Every game I've seen, camera position values were written ala "register+offset <- register" (xyz all have their own offset) or in a variation of that, in Conviction they are written (or transported) via movsd only instruction, despite Dark Byte telling me what it does I lack the understanding/brain capacity of using it to do what I want :)
movsd moves 64bit doubles between xmm registers or memory. Floating point values can be single precision (the C type float) or double precision (the C type double) double precision values have way more room to store fraction values, so they can be more precise (IEEE floating point representation is an approximation). The x86 processors use either the FPU (with instructions like fld which work on the FPU stack) which is old style or SIMD (using instructions like movsd, movups etc.) instructions which use the xmm registers and can operate on multiple values in one go. So if you want to do something with the double precision values, you have to look into SIMD instructions (as the FPU stuff is 32bit). This isn't that hard though, I just happened to look into that today for a rewrite of the Darksiders II CE table, see e.g. this primer: http://neilkemp.us/src/sse_tutorial/sse_tutorial.html. If you need help with that, DM me.
 
@OtisInf Makes perfect sense, I know this. :P But the in-game AA is off. I'm tellin' ya, there's something weird how the game handles the depth buffer. You really need to see it in person.
 
It was my plan to do that (if noone else has done it already?) once I get around replaying Blacklist. But Conviction gave (and still is giving) me a lot of headaches regarding freecam and hud toggle so I can't say for sure I will be successful at doing so.

You should do the awesome job of disabling the horrendous black and white filter once you're hidden in Conviction too! Man I playing that game perfectly stealthing means you're never seeing colours!
 
@OtisInf Makes perfect sense, I know this. :P But the in-game AA is off. I'm tellin' ya, there's something weird how the game handles the depth buffer. You really need to see it in person.
Sorry about that, man, then I don't know :(

29648702513_517dc42a19_o.jpg

(reshade used to do monochrome, grain, gaussian blur, DoF, AA)

29648702183_fa80ac97ac_o.jpg
 
Man, Banner Saga looks gorgeous! Never picked the game because I heard that it is frustratingly hard. Is it true?


Mad Max

234140_20161012092405i9ubn.jpg


234140_20161012095751slupe.jpg
 
Man, Banner Saga looks gorgeous! Never picked the game because I heard that it is frustratingly hard. Is it true?

It is a bit difficult, but not frustratingly so. You'll lose some times for sure, but the game doesn't necessarily punish you for losing a battle.
 
Man, Banner Saga looks gorgeous! Never picked the game because I heard that it is frustratingly hard. Is it true?

i SUCK t strategy games, and even i could finish it. Its an amazing, amazing game. Cant wait to play BS2, but im saving it for closer to Christmas.

Also pretty awesome but Sam Lake from Remedy retweeted my Alan Wake screenshot from a couple of pages back!
 
I suck at making Cheat Engine tables for free camera and NoHUD, so does anyone think that experienced people would like to create a table for money? I was thinking of Valkyria Chronicles especially and there isn't anything out there.
 
It is a bit difficult, but not frustratingly so. You'll lose some times for sure, but the game doesn't necessarily punish you for losing a battle.
i SUCK t strategy games, and even i could finish it. Its an amazing, amazing game. Cant wait to play BS2, but im saving it for closer to Christmas.

Also pretty awesome but Sam Lake from Remedy retweeted my Alan Wake screenshot from a couple of pages back!

Hmm, good to know. Thanks!
 
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