2017 PC Screenshot Thread

It's really weird! If i set my output to limited the game looks washed out! Then once i change the output to full it's crushing blacks really bad. And finally i tried what pharaohglyph said " to leave it on RGB full but tune brighness a lil bit" and to me that seems to look better?

Also output color depth was reset back to 8 bpc, but i bumped it back up to 12 since that is recommended for a 10 bit panel tv they say!

RGB limited
32575264536_99e0312be7_o.jpg


RGB full
32615706035_88dc412389_o.jpg


RGB full with tuned brightness in-game
31803499123_361a4f0a7a_o.jpg


Which looks the best?
 
I think the last one strikes a nice balance. For a horror game like that, I'd want it to be a little dark whilst still feeling like I could actually see stuff.

Erm.... I mean... 3 screenshots per post, man. It's right there in the rules!!
 
It's really weird! If i set my output to limited the game looks washed out! Then once i change the output to full it's crushing blacks really bad. And finally i tried what pharaohglyph said " to leave it on RGB full but tune brighness a lil bit" and to me that seems to look better?

Also output color depth was reset back to 8 bpc, but i bumped it back up to 12 since that is recommended for a 10 bit panel tv they say!

RGB full with tuned brightness in-game
31803499123_361a4f0a7a_o.jpg


Which looks the best?

Yeah I prefer that last one too. The ambience looks just right for that particular room.

Love this shot.

Thanks dude.
 
Hello guys, this is my very first post here; hope you like it

downsampled from 4k to 1440P




I like 'em. Your image quality is impeccable... just one thing though, people don't like it if your images open up in separate tabs.

Use the share button on flickr BBCode.
 
Can someone link me to a good timestop for TW3?

Get: http://www.nexusmods.com/witcher3/mods/190/?

And the debug console enabler. http://www.nexusmods.com/witcher3/mods/1334/?

Press numpad0 to timestop, F1 for freecam. There are other options as well. Use a controller for the camera as the camera moves way too fast when using keyboard/mouse, but I'd expect you're using a controller with TW3 anyway as controls with keyboard/mouse suck.

Welcome :)
A couple of tips:
- with Flickr, just post the picture with tags, you dont' need the [url] tags as well. The page will scale the image :)
- You used DoF here while the camera is far away from the subject. If you are after realism (and it looks like you are) this makes the shot look artificial, as DoF only occurs with real lenses when the focus depth is limited and that's only happening near the camera (e.g. 1-1.5 meters or less from the camera). So apply DoF only if the subject is near the camera, so it feels natural. Games use a pinhole camera with infinitely small aperture so DoF can't occur with these cameras so we add it using a DoF shader, but it has to fit the shot to make it real. Not applying it while it should be there makes the shot feel awkward and adding it while it shouldn't does too ;) I hope this makes sense.
- In general people start with screenshotting and use a FoV that's way too high. For shots this often makes it look a little off as when you'd shoot it with a good camera and a good lens you would have a way lower FoV so angles feel more natural like they occur to a normal human eye. Doesn't have to be low FoV always, mind you, but a natural shot for realism often benefits from a low(er) FoV than the one used during gameplay.

Good shots, keep them coming :)
 
Welcome :)
A couple of tips:
- with Flickr, just post the picture with tags, you dont' need the [url] tags as well. The page will scale the image :)
- You used DoF here while the camera is far away from the subject. If you are after realism (and it looks like you are) this makes the shot look artificial, as DoF only occurs with real lenses when the focus depth is limited and that's only happening near the camera (e.g. 1-1.5 meters or less from the camera). So apply DoF only if the subject is near the camera, so it feels natural. Games use a pinhole camera with infinitely small aperture so DoF can't occur with these cameras so we add it using a DoF shader, but it has to fit the shot to make it real. Not applying it while it should be there makes the shot feel awkward and adding it while it shouldn't does too ;) I hope this makes sense.
- In general people start with screenshotting and use a FoV that's way too high. For shots this often makes it look a little off as when you'd shoot it with a good camera and a good lens you would have a way lower FoV so angles feel more natural like they occur to a normal human eye. Doesn't have to be low FoV always, mind you, but a natural shot for realism often benefits from a low(er) FoV than the one used during gameplay.

Good shots, keep them coming :)[/QUOTE]

[quote="Nick Pal, post: 229400542"]I like 'em. Your image quality is impeccable... just one thing though, people don't like it if your images open up in separate tabs.

Use the share button on flickr BBCode.[/QUOTE]

Thank you guys for response and advices.
I'll try my best...
 
What will it take for dev's to incorporate reflections on the side mirrors? Is that really so hard to pull off???


32427939815_c5d942d19b_o.jpg


^ Something like this would be much better! Even though i'm not saying it looks perfect, but it's a start to say the least.
 
What will it take for dev's to incorporate reflections on the side mirrors? Is that really so hard to pull off???
.
Actually, yes :) You have to put a camera at the place of the mirror (looking orthogonal to the mirror surface), then render the complete scene from that perspective, into a tiny resolution (as the mirror isn't 4K wide ;)) and then use that texture as the texture of the mirror. You can cheat a little with an aggressive LoD and low-res textures but still, it will take more performance than you'd think.
 
it will take more performance than you'd think.
However, the implemention shouldn't be harder than reflections you see on any surface. And many games can pull that off. I think it's more like commitment (or the lack of it) then real technical struggle.
 
However, the implemention shouldn't be harder than reflections you see on any surface. And many games can pull that off. I think it's more like commitment (or the lack of it) then real technical struggle.

That's not really how it works. Can we please dispel this whole "lazy developers" trope? Real-time planar reflections (ie a mirror) are incredibly expensive and hard to optimise; reflections on most surfaces that aren't mirrors use a combination of pre-baked cubemaps which are really fast, real-time cubemaps which reflect only certain buffer data such as characters or (which is quite expensive) and a smidgen of screen-space reflections for the remaining bits and pieces - usually particles. And those are all in low resolutions, and if they're real-time, often with big limitations on what can be reflected and how accurate those reflections are. Real-time planar reflections are just too much to ask for in most circumstances for the vast majority of hardware, including consoles. You often see it in very low-poly environments like the rear mirror displaying a low LOD version of the world + cars, or mostly empty rooms, because it's just too expensive.


Very pretty. I always though STLM looked rubbish, but you've made it look seriously good with that ReShade. If you can share your preset somewhere, it'd be very appreciated!
 
reflections on most surfaces that aren't mirrors use a combination of pre-baked cubemaps which are really fast, real-time cubemaps which reflect only certain buffer data such as characters or (which is quite expensive) and a smidgen of screen-space reflections for the remaining bits and pieces - usually particles.
This wouldn't work for mirrors?
 
Thanks for letting me know guys. The only thing i can think of is maybe because of my Nvidia control panel and the output for the color?! It was set to RGB limited. I set it to full now! Let me know if it's any better? I have two pic's with them set to full and limited! Which one looks normal to you all?

RGB limited https://c1.staticflickr.com/1/586/32615092875_ed2720c814_o.jpg
RGB full https://c1.staticflickr.com/1/304/32574645026_3844c41d38_o.jpg
Are you injecting post-processing or editing these images in any way?
There should be absolutely no difference between a full or limited range output - the levels should be changing when the video card sends the image to your display, not before that; i.e. nothing which a screenshot would capture.

I just checked with RE7 on my system and screenshots are identical if I load the game with the control panel set to full or limited range.
The game seems to have weird issues with its HDR implementation where people without HDR displays are having the option enabled and disabling it washes out the picture, so that might also be affecting your system. Whatever is happening is not normal.
 
Actually, yes :) You have to put a camera at the place of the mirror (looking orthogonal to the mirror surface), then render the complete scene from that perspective, into a tiny resolution (as the mirror isn't 4K wide ;)) and then use that texture as the texture of the mirror. You can cheat a little with an aggressive LoD and low-res textures but still, it will take more performance than you'd think.

Well, there's that then!

No RE7 free cam yet?

None yet,,,at least that i know of! But i don't think the game sparks people's interests to make one either. I mean to me it's just ok...not once in the whole game i saw something that made me say "wow!" Imo they made a huge mistake with making their "RE Engine" and performance is pretty bad also, considering that 90% of the time screen is dark, and the game itself is not pushing any high-poly looking models, or anything complex... so i don't know why it takes so much gpu power for something that looks so basic?

Are you injecting post-processing or editing these images in any way?
There should be absolutely no difference between a full or limited range output - the levels should be changing when the video card sends the image to your display, not before that; i.e. nothing which a screenshot would capture.

I just checked with RE7 on my system and screenshots are identical if I load the game with the control panel set to full or limited range.
The game seems to have weird issues with its HDR implementation where people without HDR displays are having the option enabled and disabling it washes out the picture, so that might also be affecting your system. Whatever is happening is not normal.

No not using SweetFx or Reshade...just point and shoot! Afterwards i resize via PS and that's it! HDR is also disabled on my Tv and in-game just fyi. But it's looking alright now!

32646803345_ca14a0e244_o.jpg


31834677283_560e83b237_o.jpg
 

I updated the camera tools for v1.9 of the game (https://github.com/FransBouma/InjectableGenericCameraSystem/tree/master/Cameras/Hitman2016). I also made a new HUD toggle as the old one doesn't work anymore (linked on the camera tools landing page, linked above).

The game doesn't properly hotsample anymore: the game window can't be made bigger than the windows desktop. So to help you fellow screenarchers out there a bit, I've added the supersampling value to the cameratools so you can manipulate it now using the keyboard and set to a higher value than the game allows you to ;) This can help a bit, combined with a DSR resolution.

(RE7 camera)
None yet,,,at least that i know of! But i don't think the game sparks people's interests to make one either. I mean to me it's just ok...not once in the whole game i saw something that made me say "wow!"
Last I heard, Hatti is working on one, but I have no idea how far he is with it.

However, the implemention shouldn't be harder than reflections you see on any surface. And many games can pull that off. I think it's more like commitment (or the lack of it) then real technical struggle.
SSR is not what mirrors do :) reflections using SSR show only stuff that is already on screen. A mirror on a car shows stuff that is potentially not rendered: you have to render the scene again.

@perseusveil: Ansel support in the witcher 3 stops the game so you don't need timestop?
 
This wouldn't work for mirrors?

Unfortunately not, I'm afraid! Screen space reflections are just that - screen space. They don't reflect what's behind you, so they'd be useless for cars. Cubemaps have to be low res, and capturing them in real-time is extremely expensive, so it's not really an option.

Most racing games use a second camera placed behind the car, which captures a much less detailed image - missing buffers, models, particles, shaders, etc., all at a much, much lower resolution. They then (sometimes) upscale that data, and finally apply post-processing to disguise the flaws and make it look more like a mirror and less like a 1:1 copy of what's behind you.

The process can be quite intensive. Sometimes planar reflections are used, and Unreal Engine 4 and Frostbite, among other engines, have added support for them - they capture everything perpendicular to the receiving surface, but as always, it's a huge drain on performance if not done carefully.

Real-time global reflections are still out of reach for most consumers. You can see some games making them look better than others (Driveclub's reflections are pretty neat), and some PC games can be pushed quite far (Arma 3 has an option for real-time reflections, which is quite impressive if you're in a military vehicle with 4-6 mirrors and cameras all over), but for the majority of hardware, it's just not realistic to expect super good looking reflections. It's an area in which, despite all the innovation, we are still lagging far behind. More optimisation discoveries need to be made to make them viable for the mass market.

Thanks! It's the traditional preset here.
Thanks!
 
Which looks the best?
Somewhere between 1 and 3. 2 looks bad. I had the same issue on full, but just adjusted monitor brightness a little.

resident_evil_7_by_chabbles-daxkm8m.png


resident_evil_7_by_chabbles-daxkm66.png


Infact maybe my monitor was just alittle dark by default because these shots dont really looked crushed, maybe alittle.
 
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