Alien Isolation [PC]

And aparently this implementation is not even trying to do any reprojection. Is that right?

I'm guessing it does, going by this:
float4x4 MotionBlurCurrInvViewProjection : packoffset(c12.x);
float4x4 MotionBlurPrevViewProjection : packoffset(c16.x);
float4x4 MotionBlurPrevSecViewProjection : packoffset(c20.x);
It looks similar to Doom/Uncharted 4/UE4 TAA to me.
 
I see. Thanks! Its impressive that he went that in-depth with a mod.

Honestly, i kinda wish this mod lands him a job at CA. Playing A:I without shader/specular aliasing was on my wishlist in the "never going to happen" category. The only obvious issue with the mod currently is that the taa shits itself when you have dof on screen. Overall, I love how taa brings out all the nuance of the material shading in different surfaces in A:I that was already there but most of the time ruined by shimmering :)

From the modder himself on reddit, talking a bit about the implementation:
Ah, ghosting on transparencies is a common issue for TAA, and had Alien had more transparencies, my implementation would suffer from it as well. You can actually check by how much if you disable motion blur in the game settings. Then TAA doesn't get velocity vectors, and reprojection suffers. The same thing happens for transparencies -- if you have multiple layers of matter visible through one pixel, there's no single pixel in the previous frame that you can reliably blend with. The way UE4 handles the issue is by allowing artists to tag individual transparent effects as "responsive", which then reduces the "temporal" part of TAA in the pixels touched by those effects. If you tag too many things with that, you will get aliasing and flickering though, so it's a tradeoff. Durante is on the right track again :)

A very similar issue manifests itself by TAA eroding tiny sparks, like The Janitor noticed. Sparks don't render velocity vectors, so they can't get reprojected correctly. Wherever you have a tiny particle like that, it's usually in a different pixel each frame. It then looks like aliasing to TAA.

As for your motion blur question, the answer is basically yes. For a good motion blur effect you also need the depth buffer, but that's easily available as well.

https://www.reddit.com/user/aliasIsolation

He also says that a similar mod for RotTR is possible but he's not interested in the game.
 
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Attempted to do a little Alien Isolation Deep Color comparison. The main menu seems to be a great way to find some repeatable banding for it.

RGB 8 bpc
20180123164343_1.jpg 20180123164352_1.jpg
YCbCr 422 12 bpc
20180123165358_1.jpg 20180123165412_1.jpg
Some reduction in banding here but you need side by side shots to tell.

YCbCr 422 8 bpc
This mode looks awful with deep color disabled. If you see it in motion it's quite the animated banding experience. ;) I wonder if the game elevates the display mode to 10 bpc in addition to rendering at 30bpp?
20180123165945_1.jpg 20180123165952_1.jpg

Video captures would be neat but that tends to be YUV 4:2:0 so not useful.
 
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Reaction of denial to something you simply don't want to happen. Fairly natural :)
 
Time for everyone to replay this game :

Life Savers v1.0
This mod overhauls most of the game’s weapons and tools, making them more effective against the alien.
Now the stun baton will stun it briefly, or even scare it away, and smoke bombs do a better job of obscuring your movements.
https://www.moddb.com/games/alien-isolation/downloads/life-savers-v10

Unpredictable Alien
This mod mixes up its AI to make it more unpredictable.
It removes the ‘leash’ that keeps it near Ripley, giving it more freedom to scare the shit out of you.
https://www.moddb.com/mods/unpredictable-alien-mod/downloads/unpredictable-alien

Motion Tracker Remover
Do you find evading the xenomorph too easy? Then try playing without the help of Ripley’s motion tracker.
This basic mod simply stops it from working, meaning you’ll never really know how far away, or close, the creature really is.
https://www.moddb.com/games/alien-isolation/downloads/remove-the-motion-tracker

Flaming Bolt Gun
A modification for the bolt gun, making it more powerful and adding secondary flame rounds.
There’s an acid version too if you’d prefer. Interestingly, these mods also make it so that, when attacked, the alien’s acidic blood damages Ripley.
https://www.moddb.com/games/alien-isolation/downloads/flaming-boltgun-v20

Overpowered Pistol
This pistol mod is comically overpowered, but ideal for anyone who wants to make enemy encounters less stressful.
It kills humans and androids in one hit, and damages the alien so much that it runs away, similar to the flamethrower.
https://www.moddb.com/games/alien-isolation/downloads/overpowered-pistol

If you want to make the game look prettier, try this mod by AngelGraves, which adds an extra ‘super’ option to a few graphics settings.
It improves, among other things, LOD range and reflections, and adds 4K resolution shadow maps.
https://steamcommunity.com/sharedfiles/filedetails/?id=324612199
 
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