Great shots. I guess there isn't any depth buffer when using Reshade? You could go the long way and try getting control of the in-game post processing using keybinds and/or CE. Have a look here for what I mean but be warned this can be more frustrating than it's worth. I'd take a look but don't have that game myself, PM me if you need help.
TW3 also hotsamples. You can use SRWE to set up a(ny) resolution you'd like to take your screenshot and keep all shaders/effects.If you can play at 4k I would strongly recommend to use that resolution for screenshots and NOT the super resolution feature from Nvidia Ansel since it reduces the quality of visuals.
Nope, I wish it was the case, but TW3 only allows resolution changes in the settings menu, you can't hotsample TW3 through an external program like SRWE, as it simply doesn't respond to the resolution change of the window (i.e. doesn't change the resolution of the game viewport)TW3 also hotsamples. You can use SRWE to set up a(ny) resolution you'd like to take your screenshot and keep all shaders/effects.
Very nice Witcher shots.
Will pick up the game when I get my next uber laptop.
If you want your mind blown play tw3 on an Alienware 13r3 with oled.
hehJust checked, Otis is right it really does not hotsample. Not sure why I thought it would. Sorry for getting your hopes up all. >.<
Thanks for detail information with samples, really helpfull. That's really sad, why this is happening? Is this a bug or what? Game pauses so graphics shouldn't reduce, even otherwise should be more lovely.
At least we have a choice to only use normal screenshot feature of Ansel. Can i ask if Reshade or STLM working with Ansel?
Indeed. Ansel Superresolution doesn't render on a massive resolution but renders tiles. This means that the image rendered per tile is in the resolution of your screen (and every shader is too, the depth buffer for that tile is too). When they are put together, the tiles form a big image, but there's no depth buffer of that size: they can't keep the depth buffer around for each tile (they could on cards with massive amounts of memory, but decided not to I guess) and thus can't run the shaders after all tiles are merged together. So every shader that needs a depth buffer (AO is one of them) can't run on the merged image as the depth buffer of the merged image isn't there, they merge tiles in memory, not on the GPU. So the shaders run on the screen resolution, which is tiny compared to the full end-result image, and thus e.g. the AO looks off.First, lets clear something up. Ansel does not disable any post processing or graphical effects. You can use it to take normal 4K shots and they would appear like any other 4K shot. The real problem is that like with MOST games, the shaders do not scale with resolution. So the higher you go, the worse certain effects will look. AO, bloom, and god rays are some examples of effects that are lost when you go up to 8K+ resolutions.
As I said, the normal screenshot function just works fine keeping everything as it should be, even on higher resolutions beyond 4k, but it's the super resolution feature that causes problems here. Another comparison, real time 2880p vs. super resolution's 2880p and real time 2160p vs. super resolution's 2160p (see the last four screenshots for reference).First, lets clear something up. Ansel does not disable any post processing or graphical effects. You can use it to take normal 4K shots and they would appear like any other 4K shot. The real problem is that like with MOST games, the shaders do not scale with resolution. So the higher you go, the worse certain effects will look. AO, bloom, and god rays are some examples of effects that are lost when you go up to 8K+ resolutions.
First, lets clear something up. Ansel does not disable any post processing or graphical effects. You can use it to take normal 4K shots and they would appear like any other 4K shot. The real problem is that like with MOST games, the shaders do not scale with resolution. So the higher you go, the worse certain effects will look. AO, bloom, and god rays are some examples of effects that are lost when you go up to 8K+ resolutions.
Kputt recently did a screenshot comparison of another game to show the issue there.
I found that sticking to a resolution around 6K for The Witcher 3 was ideal. I used ReShade for AO and other effects to make up for the lack of post processing.
Yep, discovered that, too. I'll just stick with the more 'traditional' way.Also be careful when doing that Ansel superresolution / photomerge thing as the tonemapping can change significantly between the shots that are used to merge the final image so you will get blotches and stripes most visible on smooth gradients like skys.
Indeed. Ansel Superresolution doesn't render on a massive resolution but renders tiles. This means that the image rendered per tile is in the resolution of your screen (and every shader is too, the depth buffer for that tile is too).
As I said, the normal screenshot function just works fine keeping everything as it should be, even on higher resolutions beyond 4k.
Yes, you definitely right, how we didn't think with that way? Now i'm relieved! 6K res is enough for me. Also can you share your ReShade setting for the game?
I experience this issue in Mass Effect/Unreal 3 Engine games as well when using the console command tiledshot for super high resolution screenshots. Definitely not a recommended method. An in-built 'hotsampling' feature would be awesome: not taking tiles but increase the resolution just for that screenshot and then back down to the original one.It's the tiledshot nature of the high-res screenshot feature.
I'm not sure what the bokeh looks like in XCOM 2 but I pretty much tweak any Reshade settings per shot as I go anyway. Which is why, now that I've used Reshade 3.0's in-game GUI, it's a lot harder to go back to using Reshade 2.0. Tweaking DOF settings via the sliders makes it a lot easier to see what each option does and see how they all interact.Thanks One3rd - I unfortunately suck at locating the DoF with CE, but I think Reshade's DOF works fine - I just don't have any properly good settings. Do you think you could share me proper Reshade DoF setting with the proper values? I usually have a hard time knowing which of the DoF methods in Reshade is the best and make it look as good as e.g. the Bokeh one in X-Com 2.
Same here, the game was a pleasure to go through! Every level had me swimming around to see the new and colorful sights. The visuals fit perfectly and they did an excellent job of portraying some of the wonder you get from diving. A really enjoyable game that didn't outstay it's welcome.ABZU is great looking game . I like very art style and atmosphere .
![]()
Oh, and how do you get that fish motion blur I see in some of your shots? I can't seem to capture it when changing resolutions with SRWE.
Oh, and how do you get that fish motion blur I see in some of your shots? I can't seem to capture it when changing resolutions with SRWE.
![]()
![]()
Thanks One3rd for the help by the way! Much appreciated.
I've expunged the game from my hard drive along with all mods\reshade![]()
If you want your mind blown play tw3 on an Alienware 13r3 with oled.
Wouldn't have thought of this game looking so gorgeous.![]()
![]()
Thanks One3rd for the help by the way! Much appreciated.
This can't be serious...