Saw this polish forum thread that might be a bit interesting.
A guy who achived some really nice results with a tweaked ini and color corrected sweetFX.
No more pastel colors, looks so much better.
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Google Translated source and more images
Damn, ACU blows The Witcher 3 out of the water (graphically). :O
These looks so fucking boring and lifeless. The original vibrant colors of the game look a lot better.
Absolutely agreed. Every single sweet fx edit I've seen has literally drained the visuals of vibrancy.
The original colours look so much better.
Exactly. In fact, one of the biggest reasons that made me buy The Witcher 3 is because the art style seemed more colorful than the dull, boring-ass visuals of 99% of Western RPG's.
So far I'm loving the game and its vibrant style. I have no idea why anyone would want to murder all that vibrancy with instagram filters.
I disagree 100%. The best SweetFx presets give the game a more realistic tone without muting the palate too dull, add a more realistic color contrast and works better with the way the lighting and shadows interact with the foliage. And nighttime actually looks a lot better. Whereas in vanilla it is overly dark most of the time and color palate dulls, this change does a better job with matching the moons light to the surfaces and creating more vibrance.
Saw this polish forum thread that might be a bit interesting.
A guy who achived some really nice results with a tweaked ini and color corrected sweetFX.
No more pastel colors, looks so much better.
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Google Translated source and more images
2014
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ps4
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I love the color on this game (left the gamma at default). But those realistic color mode looks good too.
And yeah the guy 2 posts above me fucked up his gamma as my game doesn't look like that. The slider test thing was inaccurate imo. Leave it at default and see what you think.
2014
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ps4
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No appreciable differences at first glance, but dat grass.So I took a bunch of screens comparing the bog area from the 35 minute demo uncompressed footage and the final build. Tried to sync up the scene, ToD, and weather as best I could. Still not a 100% accurate comparison, but I'm definitely preferring the look of the older build. More atmospheric look to the swamp with the fog effects, better lighting (and shadowing) on the characters, stronger DoF in cutscenes, and imo still better foliage lighting.
I'm running a quest in this, so there will be spoilers if you haven't seen the old footage already!
https://www.flickr.com/gp/133468979@N02/1r5Ju9
I thought the garish colors made the lighting look even worse. The color tweaks are a step in the right direction.These looks so fucking boring and lifeless. The original vibrant colors of the game look a lot better.
No appreciable differences at first glance, but dat grass.
The grass, every frigging time, the grass.
You're right about that.'Natural environments' which Witcher 3 excels in, look much better than in AC U in my opinion.
These have completely different ToDs!? Whats the point?/QUOTE]
Looks like someone needs to adjust their TV/monitor settings as mine doesn't look like that.
This is the closets I've seen to that ToD (and this is with a bit of desaturation from ReShade). Not the same area but you could probably match that scene up if the ToD is right.
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Surprised to see this thread still having momentum...
This thread would be better off as a straight-up discussion on teh game's visuals and not-so-much the "downgrade." As someone that used to bitch about the downgrade quite heavily... I've changed my tune.
It's probably the most beautiful game I've ever played...
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Not the most technically impressive, but it's giving me the most "wow" moments. The variety of settings is what really impresses me and puts it over Unity.
That said, it does fall apart in the interiors. They just look flat and uninteresting![]()
These have completely different ToDs!? Whats the point?
Surprised to see this thread still having momentum...
Finally got to Novigrad!
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If only there was a different engine for major indoor areas (taverns, castles, caves). Visually the game looks harsh in these areas, especially when coming from outside. The difference is so stark.
Those look really good that I had to go back to the trailer to check ha.
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Obviously the colour and clarity of the image is better in your shot but otherwise it's a bit off, partly to do with sharpening but you can blur it and it's probably an improvement lol. It's also pretty compressed.
Borris needs to start coding for DX11 already. He could probably fix all the lighting issues in this game.
Nah. They look lifelessI just tried the SS V1.1 SweetFX settings, looks way better than the original colors.
Here are some screen, made with Ultra Settings (Hairworks Off) and SS V1.1
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What's strange about it? It's gorgeousIt is strange that they went for a more vibrant colour pallette. But if you get a console, you shouldn't expect devs to give you much of a choice.
This thread would be better off as a straight-up discussion on teh game's visuals and not-so-much the "downgrade." As someone that used to bitch about the downgrade quite heavily... I've changed my tune.
It's probably the most beautiful game I've ever played...
Not the most technically impressive, but it's giving me the most "wow" moments. The variety of settings is what really impresses me and puts it over Unity.
That said, it does fall apart in the interiors. They just look flat and uninteresting![]()
Removing that ambient light from the sky was probably the biggest loss. Made everything look more natural and vibrant, especially in the shade.
What's strange about it? It's gorgeous
And where is the downgrade? It looks better than before.
And where is the downgrade? It looks better than before.
some people think sharpening until your eyes bleed makes things look better
hmm?OMG stop being stupid
some people think sharpening until your eyes bleed makes things look better
The foliage is worse in the new version. The scene is obviously less dense, with a lower NPC count and less details on the buildings. The oversharpening makes it hard to do a fair comparison, but it looks like the new version of the scene has less texture detail. The time of the day differences make it hard to judge the lighting but it looks flatter in the new version. I like the bloom and color composition of the old pic but that's a personal opinion.And where is the downgrade? It looks better than before.
Or it might be some thing to do with the improved draw distance, NPC count, post process effects, lighting etc.
I hope the people who don't see the differences also think the PS4 and PC versions of the game are completely comparable for consistencies sake .
Or it might be some thing to do with the improved draw distance, NPC count, post process effects, lighting etc.
I hope the people who don't see the differences also think the PS4 and PC versions of the game are completely comparable for consistencies sake .
https://www.youtube.com/watch?v=MqQ3LeBgGDM
Just saw this scene that plays at the very beginning of the trailer in game... Fuck man what a huge dip in graphical fidelity.
Game also needs tessellation bad. Especially on structures. Maybe they'll release an enhanced edition later on down the road. They had it in the original slices they showed.
I love the way the internet opens up knowledge to anyone and everyone, but I find it equally frustrating when it just fuels bullshit arguments and conspiracies.
What is different and better about the lighting and post processing?
Fantastic post and I fully agree. I thought something similar based on that recent interview on Eurogamer where "dynamic lighting" was mentioned (I immediately thought he was referring to hand placed pointlights for GI, which wouldn't be surprising). I am not sure why they didnt just go for a far Cry 3 and 4 like system.I think the main difference between old footage and new footage (or the game) is than old footage doesn't have dynamic TOD. Instead, they added local light points to simulate a real global illumination the same way some old games did before (or crysis for add visual punch in cinematics where local light points subtly lit faces or important things of the scene). That difference is really big. In ACUnity, that global illumination info is stored into the textures and that's the reason why texture data is so big in the game and TOD is not dynamic. When The Witcher 3 shifted to a real dynamic TOD lighting system, those hand placed light points to simulate GI in those few parts showed in trailers had to be eliminated. I think CDPR thought that at some point during development they could incorporate light probes same way that FarCry 3 and 4 did, but when they realized that point will not come they started the slow PR spin about how the new lighting system is better for most but worse for a few.
Another thing changed is they added hand selected colorgrading for every scene in trailers. That artistic choice is really difficult to implement in a dynamic TOD open world. More so, the fullscreen bloom effect is really good for a trailer but people could complain if that effect is enabled for hours. You can see in trailers how white hair of Geralt has a lot of bloom (or armor shoulders).
Last but not less important, every trailer and gameplay footage before release as LODs and mipmaps disabled. This means that every asset is full quality no matter the distance. That is the main reason why sharpen filter affects so much to every pixel. There are texture aliasing in every inch of videos and screenshots, and grass is too sharpen too for that reason, the 2D assets with grass texture are more detailed in the distance than pixel density can show. Enabling mipmaps is a must to avoid texture aliasing and alleviate video memory but thin elements as grass textures have the risk to end being a plain texture loosing the gaps because the soft filtering that create the different mips.