That last one might not work. Tried 3x3 1080p, and no luck.
Thanks for the no-hud tip. Success!
![]()
![]()
Seeing the texture work in this game first hand within the tutorial area is actual mind blowing. Was this really how the console version looked, just with that low res internal buffer? I swear it was a lot worse than this from what I played. It looks top of the line at points like the ground by the main courtyard bonfire.
Seeing the texture work in this game first hand within the tutorial area is actual mind blowing. Was this really how the console version looked, just with that low res internal buffer? I swear it was a lot worse than this from what I played. It looks top of the line at points like the ground by the main courtyard bonfire.
Also, TheExodu5, what fps is FRAPs saying you are getting?
30fps. Only time it ever drops to 15fps is when I rest at a bonfire.
Yea, how weird must it be for a graphic artist to spend hours upon hours creating super high-resolution textures that end up being a blurry mess because the software guys can't optimize the renderer enough to get HD resolutions?
It's kind of the inverse of Skyrim, where the textures were low resolution and blurry as hell despite being rendered in high resolution.
PC games? Sure. A few already do this, such as The Witcher 2 and Sleeping Dogs.
For consoles? No way. Only the hardcore graphics enthusiasts really appreciate the improved IQ, and it doesn't come cheap in terms of performance.
For fun, these are the same locations shot at the game's default res.
![]()
![]()
lol
Is it just me, or is there something odd looking about the character shadows (or lack thereof) in the screenshots above?
You sure you downloaded the fix version 0.3?
Maybe I'm jumping the gun here quite a bit, but could we be looking at techniques that next-gen games could use to achieve visuals as clear and sharp as this?
EDIT: I probably am, but I've never heard of supersampling or seen it in action, and the results are amazing. The console versions don't even hint at detail like this in the environments.
Is it just me, or is there something odd looking about the character shadows (or lack thereof) in the screenshots above?
Btw, I wonder if Namco is ever going to comment on this situation, or pretend like it never happened.
The hideous what-could've-been.For fun, these are the same locations shot at the game's default res.
![]()
![]()
lol
There's no way that guy worked at Ubisoft. He was either lying or they hire massively incompetent people. That post was almost 100% BS.
Tried with 3840×2160 and the game looked beyond amazing, it was very much playable but i noticed a few dips here and there, so i'm gonna try 2560×1440 next, see if it's better.
Both with full AF enforcing, from the ini.
I dunno, if the character models were slightly higher polycount here, this game would look top of the line. There's no way people wouldn't appreciate virtually 0 jaggies in textures and on character models. I hope some of the better developers develop techniques to make games look like this on consoles... This is an amatuer fix developed in a day, imagine what months of planning and focus from an actual team of developers could achieve.
On another note, I can't believe FROM Soft was ready and willing to hide how amazing this game really looks behind that shitty resolution. I would have never thought it could look this good.
Yea, how weird must it be for a graphic artist to spend hours upon hours creating super high-resolution textures that end up being a blurry mess because the software guys can't optimize the renderer enough to get HD resolutions?
It's kind of the inverse of Skyrim, where the textures were low resolution and blurry as hell despite being rendered in high resolution.
THere's some Texture Filtering going on (the videocard does that internally, by default), but yes: That's how the game looks like when rendered at a proper resolution.
That's why Wii games look so good, and N64 games look so bad when upsampled (N64 has cartridges, so the resolution on the textures are really low).
What is it about this look that gives me a freakin' stomach ache? Bleh.
It's just nuts. A lot of these textures look on the magnitude of at least 1024x1024. Some look even 2048x2048. I can't believe they had the memory to support that.
I'm tempted to find that guy's name, create a Wikipedia page for him, and have it just link to the wiki page for Animal Feces.
For fun, these are the same locations shot at the game's default res.
[img*]http://www.thejayzone.com/pics/dsouls/lowres1.png[/img]
[img*]http://www.thejayzone.com/pics/dsouls/lowres2.png[/img]
lol
Performance is fantastic with the DSFix installed. I'm running an aging machine (Q6600) and very rarely see less than 30fps (the fixed framerate.)
People call it downsampling.Hey, what's the industry name for this kind of Anti Aliasing?
As in, rendering something in higher resolution and then shrinking it back to display at a lower resolution?
I thought it was super sampling, but that's taking multiple samples of a area and deciding on a common color for that area. I don't think that's this.
I want to learn why this is so much better than other forms of Anti Aliasing, all which I hate, except this one is awesome.
I'm using OGSSAA that is basically that. Custom display resolution (2880x1620) downsampled to my max monitor resolution (1080p).Hey, what's the industry name for this kind of Anti Aliasing?
As in, rendering something in higher resolution and then shrinking it back to display at a lower resolution?
I thought it was super sampling, but that's taking multiple samples of a area and deciding on a common color for that area. I don't think that's this.
I want to learn why this is so much better than other forms of Anti Aliasing, all which I hate, except this one is awesome.
THere's some Texture Filtering going on (the videocard does that internally, by default), but yes: That's how the game looks like when rendered at a proper resolution.
That's why Wii games look so good, and N64 games look so bad when upsampled (N64 has cartridges, so the resolution on the textures are really low).
One would have to open up the actual files to find out the resolution. I don't think they're that big: There's no reason for them to be.
I believe it's just that regular post-processing of Textures and rendering shit at a decent resolution make everything shine: Even some PS2 games look amazing in comparison to their native rendering.