2017 PC Screenshot Thread

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Which game is that?

EDIT: Never mind!
 
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.

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.
 
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.
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.
Ansel is a cool consept but for it to be my go to tool it needs to scale some shaders/effects with that super resolution. It has an API, at least I think I saw Marty post about it. So there are chances shaders could be ported directly into Ansel!
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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.
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)

So I'm interested in how you manage to get it working :)
 
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?

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.
 
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.
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.

So to fix this, they have to keep the depth buffer around for each tile, and merge that too when the tiles are merged, and keep that in the memory of the GPU and process that afterwards. Not sure if that's ever going to fly, also because merging depth buffers isn't the same as merging 2D images with overlap.
 
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.

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.

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?

Thanks for lettings us know!
 
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.
 
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.
Yep, discovered that, too. I'll just stick with the more 'traditional' way.

The Witcher 3: Wild Hunt
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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).

Ugh. I forgot about that. I remember people taking 4Kish screenshots with Ansel but only using it for the camera, so the screenshots still turned out alright. I guess if you are using a lower resolution (1080p or abouts) and using Ansel for high-res shots, you'll still get poopy results.

As I said, the normal screenshot function just works fine keeping everything as it should be, even on higher resolutions beyond 4k.

Yeah, I was reading the conversation backwards. What Otis said makes sense. It's not that Ansel kills the post processing in of itself. It's the tiledshot nature of the high-res screenshot feature.

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've expunged the game from my hard drive along with all mods\reshade :(

The AO settings I used were from someone on Flickr... though I can't remember who. That shader alone cut my framerate in half. So it was probably Natty :P
 
It's the tiledshot nature of the high-res screenshot feature.
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.
 
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.
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.

I don't have any specific settings but I do prefer using McFly Advanced DOF for bokeh as it has so many different aspects of the bokeh shapes available, although you can start playing with these settings in a scene and before you know it two hours have passed. =)

The other DOF shaders are very good as well, I suggest experimenting to find out what you like. When there is a lot of edge bleed in the blurred areas I found that Magic DOF (I think it was this one) had the best edge transitions compared to the rest. Also, with Reshade 3.0 you can use more than one DOF effect together which can create some interesting results.

I'm no expert at this by far but my usual process is to:
  1. Pick one DOF shader to start with.
  2. Get the focus point right by setting the near and far blur curves very small and using the manual focus depth slider for focus.
  3. Then set the near and far blur curves so you have the blur starting and stoppping about where you want it. This will likely need to be tweaked after changing the blur radius.
  4. Then set the blur radius for the amount of blur. (Note that you can set the blur radius to values larger than the slider goes which you will need to do if rendering very large, just double click the value to manually enter).
  5. Pick and choose which of the DOF shaders you want to use and then start to tweak those blur and bokeh shape settings to your liking (also keep in mind that most of these settings can also be increased past the slider values).


ABZU is great looking game . I like very art style and atmosphere .
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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.

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.

I do not use SRWE. I did shots from Abzu with standard downsampling in fullscreen mode with custom resolution via DSR

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