It's really weird!
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
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Which looks the best?
Love this shot.
There's an in-game option between sRGB and BT.709 color spaces - which one are you using? Should be sRGB for RGB Full and BT.709 for RGB Limited in a general case.
Yeah I prefer that last one too. The ambience looks just right for that particular room.
Can someone link me to a good timestop for TW3?
Welcome
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...
Actually, yesWhat will it take for dev's to incorporate reflections on the side mirrors? Is that really so hard to pull off???
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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.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.
This wouldn't work for mirrors?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.
Are you injecting post-processing or editing these images in any way?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
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!
Does the light blur comes from ReShade? Looks almost movie-like. Really like it.![]()
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"Just" 4K this time, as timestop and Ansel don't work with each other.
Actually, yesYou 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.
No RE7 free cam yet?
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.
Does the light blur comes from ReShade? Looks almost movie-like. Really like it.
Last I heard, Hatti is working on one, but I have no idea how far he is with it.(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!"
SSR is not what mirrors doHowever, 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.
This wouldn't work for mirrors?
Thanks!Thanks! It's the traditional preset here.
Last I heard, Hatti is working on one, but I have no idea how far he is with it.
Wow, absolutely incredible, set the second one as my desktop wallpaper.
Somewhere between 1 and 3. 2 looks bad. I had the same issue on full, but just adjusted monitor brightness a little.Which looks the best?