SapphiCine
Member
Thank you. Thought it was something I had to do in the config file.ctrl+shift+bckspc then turn it off in the menu.
Thank you. Thought it was something I had to do in the config file.ctrl+shift+bckspc then turn it off in the menu.
Oh ok. I was beginning to think you were hinting at a possible Vanquish PC port, haha.
Unless I'm missing something else, it not having working TSAA does not make for an horrible port?ReCore has broken TSAA and forces you to use FXAA otherwise. Horrible port.
Unless I'm missing something else, it not having working TSAA does not make for an horrible port?
Any easy way to disable the mouse for those not playing borderless windowed? I'm playing through a steam link, and so far I've just been living with a cursor permanently in the middle of the screen... 😞
It's in the code for this engine because it was implemented for Vanquish.
This took a lot longer than it should, because I just don't have good tooling for 64 bit DX11.
Yes.Is this what I think it is?
Did you manage to increase the resolution of the god rays and bloom effects?
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Unless I'm missing something else, it not having working TSAA does not make for an horrible port?
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Kaldaien said:Full Motion Video stuttering problems appear to have been completely eliminated by switching the framerate limiter from Sleep to spinlock.
I really get the impression that console developers don't know the first thing about multi-tasking operating systems :-\ Don't use Sleep in the render thread! =P
This
And this.
Should've waited for these geniuses to fix it all really. Luckily the game is design for multiple playthrough. Can't wait.
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
ReCore has broken TSAA and forces you to use FXAA otherwise. Horrible port.
Yes.
By default they are 800x450 (1/4 of 1600x900, go figure). In my second shot they are "just" 1280x720, which is 1/4 of my resolution. As you can see, having the correct ratio is sufficient to get a massively better end result -- and the performance cost is negligible.
I've also discovered that the SSAO (which is really quite good in principle other than resolution) is rendered at 800x450 too.
Should've waited for these geniuses to fix it all really. Luckily the game is design for multiple playthrough. Can't wait.
Kaldaien also fixed the stuttering issue last night cause by some setting being set to sleep mode.
I don't remember what what it was about and cannot speak intelligently on the matter. I deal with network security not programming and engineering.
This took a lot longer than it should, because I just don't have good tooling for 64 bit DX11.
Yes, of course.Those are the 2 most distracting in the game for me, aside from the low LOD. Are you planning to release these fixes somehow so we can use it?
Yes, of course.
I think the best thing would be to integrate it into Kaldeien's mod, but I tried to build that yesterday and I think the source on Github (of the toolkit, not the Nier mod itself) might not be up to date. Or otherwise I just failed at building it
I contacted Kaldeien, but he didn't get back to me yet. For now, I plan to do a proof of concept implementation the way I'm currently doing it (which is pretty insane -- a custom RenderDoc build) and then upload the source for that and maybe he'll integrate it.
Yes, of course.
I think the best thing would be to integrate it into Kaldeien's mod, but I tried to build that yesterday and I think the source on Github (of the toolkit, not the Nier mod itself) might not be up to date. Or otherwise I just failed at building it
I contacted Kaldeien, but he didn't get back to me yet. For now, I plan to do a proof of concept implementation the way I'm currently doing it (which is pretty insane -- a custom RenderDoc build) and then upload the source for that and maybe he'll integrate it.
Yes, of course.
I think the best thing would be to integrate it into Kaldeien's mod, but I tried to build that yesterday and I think the source on Github (of the toolkit, not the Nier mod itself) might not be up to date. Or otherwise I just failed at building it
I contacted Kaldeien, but he didn't get back to me yet. For now, I plan to do a proof of concept implementation the way I'm currently doing it (which is pretty insane -- a custom RenderDoc build) and then upload the source for that and maybe he'll integrate it.
At this rate of fixes appearing the official patch will be severely behind the community efforts. Well, maybe they'll just take the code from Kaldeien and Durante and release it as an official patch 8)
Yes, of course.
I think the best thing would be to integrate it into Kaldeien's mod, but I tried to build that yesterday and I think the source on Github (of the toolkit, not the Nier mod itself) might not be up to date. Or otherwise I just failed at building it
I contacted Kaldeien, but he didn't get back to me yet. For now, I plan to do a proof of concept implementation the way I'm currently doing it (which is pretty insane -- a custom RenderDoc build) and then upload the source for that and maybe he'll integrate it.
At this rate of fixes appearing the official patch will be severely behind the community efforts. Well, maybe they'll just take the code from Kaldeien and Durante and release it as an official patch 8)
Holy hell, that's awful.Here's hoping a release of that soon I first noticed this in the areas with lots of trees, but then I found some really bad spots...
http://i.imgur.com/GL4EIbF.png
Are you saying this because same features were implemented on a game x as the community patch had, or has there actually been code stealing? Because that would be the first I've heard of it.Wouldn't be the first time this happened.
The community always works faster, that's the beauty of the open PC platform. I hope they take note of some stuff for official fixes though, crashes at minimum of course but finds like GI levels for performance would be good too
Are you saying this because same features were implemented on a game x as the community patch had, or has there actually been code stealing? Because that would be the first I've heard of it.
Sändersson;232810723 said:Also are there any mods that make the game look better and has anyone had any luck with reshade?
You, Kaldeien, and DrDaxxy are a treasure.Yes, of course.
I think the best thing would be to integrate it into Kaldeien's mod, but I tried to build that yesterday and I think the source on Github (of the toolkit, not the Nier mod itself) might not be up to date. Or otherwise I just failed at building it
I contacted Kaldeien, but he didn't get back to me yet. For now, I plan to do a proof of concept implementation the way I'm currently doing it (which is pretty insane -- a custom RenderDoc build) and then upload the source for that and maybe he'll integrate it.
Sändersson;232810723 said:Jeeeesus christ the game looks bad. Im not even exaggerating when I say that the average texture in this game is ps2-tier. Only place that looked pretty good was the desert area. Oh and the lod distance... my god the lod distance.. I think im gonna have nightmares for years to come.
On that note though the performance at 1440p with gtx 1080 and 6700k is fine so thats something.
Also are there any mods that make the game look better and has anyone had any luck with reshade?
I'm really happy that I'm an image quality enthusiast and have always played tons of low-budget games so I'm used to what that means for assets. I think Nier:A looks great other than the IQ blemishes.
Talking about those, my initial version I posted about earlier was a bit buggy. It's more intricate than I initially thought -- they use a pyramid of 5 buffers and then run a compute shader on the smallest one. Anyway, I fixed it.
Now I'll have to clean the code up.