2016 PC Screenshot Thread of No Compromises

screenshot_2014-10-28wmu30.jpg


screenshot_2014-10-28s0ue2.jpg
 
I messed with the trial today. It has a photomode. First time for me screenshotting in a car game. Was surprisingly fun (way more fun than the game :/)

24451579852_6dbe762298_o.jpg


24533720956_4427954f01_o.jpg

(second one is downsampled from 2K, first one isn't, so you'll get hurt by the staircases)
 
Seeing Skyrim shots right after Witcher 3 shots has me convinced people who think even modded Skyrim looks better than Witcher 3 are insane.

Well..... I agree. Modded Skyrim has some nice foliage though.

(second one is downsampled from 2K, first one isn't, so you'll get hurt by the staircases)

Why did people start calling 2560x1440 "2K" because.... that's just wrong.

Also, apparently in some parts of the world, a single sentence is considered a "lecture." I'll just stop coming to this thread.
 
Why did people start calling 2560x1440 "2K" because.... that's just wrong.
*sigh*. 4K happens to be 4* 1920x1080 (amount of pixels), the res I used is ~ 2*1920*1080. I labeled that 2K, but gosh, I didn't know some marketers did define that as well as a silly res similar to 4K! Luckily we have you, Jim, to lecture us about these important topics.

(edit: better would have been to tell me "hey, I think you think 2K means <this> but it means <that> <link>", instead of simply telling people they're wrong w/o any explanation. But whatever)
 
What config are you using? These look so nice!
it's uh, pretty much the same reshade thing i use for every other game, haha
dpx with some green removal, increased vibrance/contrast, some sharpening all from sweetfx

and then raymarch HBAO from mcfx? i keep shuffling AO stuff trying to get something i like.
give a shout if i should spoiler the first image- i'm still a bit unsure about that topic, especially for re-releases

HRFb.jpg

CRFb.jpg
 
*sigh*. 4K happens to be 4* 1920x1080 (amount of pixels), the res I used is ~ 2*1920*1080. I labeled that 2K, but gosh, I didn't know some marketers did define that as well as a silly res similar to 4K! Luckily we have you, Jim, to lecture us about these important topics.

(edit: better would have been to tell me "hey, I think you think 2K means <this> but it means <that> <link>", instead of simply telling people they're wrong w/o any explanation. But whatever)
4K is the horizontal resolution, not the amount of anything of 1080p.
 
4K is the horizontal resolution, not the amount of anything of 1080p.
the horizontal res of 4K is actually 2*1920, or 3840 ;) It's a silly term really, cooked up by marketeers. Wikipedia talks about 4000 horizontal pixels, but the screen actually contains 4x1080p rectangles. There are a couple of different resolutions, all said to be '4K' https://en.wikipedia.org/wiki/4K_resolution#Resolutions. So really 'a mess'. It's not important really, the screenshots posted are important, the label added to them, 4K, 3K or whatever K, isn't.

Anyway! Darksiders 1, reshade, Gedosato for hud hiding:
24195242429_9f83b2939e_o.jpg
 
it's uh, pretty much the same reshade thing i use for every other game, haha
dpx with some green removal, increased vibrance/contrast, some sharpening all from sweetfx

and then raymarch HBAO from mcfx? i keep shuffling AO stuff trying to get something i like.
give a shout if i should spoiler the first image- i'm still a bit unsure about that topic, especially for re-releases

Nice shots! Is there an AO for Dragon's Dogma that doesn't bleed through lights and shadows yet? I'd love to use some AO but everything I've tried has had the same issue.
 
Nice shots! Is there an AO for Dragon's Dogma that doesn't bleed through lights and shadows yet? I'd love to use some AO but everything I've tried has had the same issue.

Seen this in other games too, I think it's because the elements like lights are not always rendered in the depth buffer, but the elements behind them (e.g. geometry) are. Often fog, light sprites and e.g. 2D hud elements aren't in the depth buffer. So if an injected library has to render AO effects after the complete image has already been rendered (so light sprites, fog etc. is already in the framebuffer), it will render its shadows on top of these as it assumes a pixel in the depth buffer is seen on screen (there's no other information available). So AO that works here can only be rendered properly if it's rendered during the scene (so before the pass where the light sprites/fog etc. is rendered on top of the scene). ENB could do this if Boris can find the draw calls to intercept, reshade otoh can't as that works with the finished framebuffer (so with the light sprites/fog already on top of the geometry) and reshade therefore will render AO which often bleeds through fog/shadow/lightsprites etc. Hope this helps a bit :)
 
the horizontal res of 4K is actually 2*1920, or 3840 ;) It's a silly term really, cooked up by marketeers. Wikipedia talks about 4000 horizontal pixels, but the screen actually contains 4x1080p rectangles. There are a couple of different resolutions, all said to be '4K' https://en.wikipedia.org/wiki/4K_resolution#Resolutions. So really 'a mess'. It's not important really, the screenshots posted are important, the label added to them, 4K, 3K or whatever K, isn't.

I don't see what's to discuss here. 4K is because the resolution is 4096x2160. The HDTV adaptation of this standard has the same height but is cut down a bit in width - to 3840 which is 2x from 1080p resolution. This is still pretty close to be called 4K.
Your theory is rather easy to prove as being wrong: 8K is 7680x4320 which is x16 of 1080p. If it was about how many 1080p rectangles can fit in it then it should've been called 16K and not 8K. Both 4K and 8K are indication of horizontal resolution much like 720p and 1080p were indication of vertical resolution.
But I do prefer when people just type the real res instead of using some obscure names like 1080p (what is 2560x1080?) or 5K (if I'm running 5120x2160 then what is this?) etc
 
Top Bottom