Archive Thread of Screenshots of Ridunkulous Quality and Size [2007-2015]

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Wow that is nice looking. The shadow jittering is wonky though.

I edited the shader and gave it a strenght of 2.7. Could be toned down to 2 or 1.5. It is a compromise between visible shadow jaggies and jittered smooth edges. 1.5 woulddo as good. :smile:
 
[strike]Well decent in some places with 20-30fps. Indoors or mixed indoor + limited outdoor runs great at 30fps or more. Though when the godrays creep up in some day hours it gets down to 15-20fps and with rain... 5-15fps.

I am going lower/disabled godray quality and reduce AA to 2x or disable it. That would give me about ~25-60+ fps in any situation.[/strike]

OK, I have it all maxed out at 1280x1024, 16xAF with vsync and tripple buffering in DX10.1 mode. I disabled only AA and transparency filtering of highest quality. Dang!

Becouse of my close range DOF setting of soft blur level (makes it look so much better and CGI/cinematic) jaggies are hard to spot in most cases.

I get now 25-30fps in the heaviest areas and generally 30-60fps! :oops:
 
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Satisfied now seems the gameplay panned out into greatness. I settled for max settings but AA set to 2x since 4x did bogdown the framerate quite a bit. Transparency filtering on highest was a killer, so I have it disabled. Didn't make much of a difference with my config anyway. Might be a VRAM saturation issue since I got some texture packs installed. Looks amazing.


clearskyuk0.jpg

clearsky1mk2.jpg

clearskyxz4.jpg

clearsky1ud2.jpg
 
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@Nebula

I can't tell from those screenshots but are you using Float32? If not I suggest you do as it provides much better SSAO - also introduces material dependent specular highlights. It's worth checking out for those who play Clear Sky. Nice Screenshots, by the way (like the godrays at dusk shot).

EDIT:

I edited the shader and gave it a strenght of 2.7.

That's for sun shadows, correct?
 
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@Nebula

I can't tell from those screenshots but are you using Float32? If not I suggest you do as it provides much better SSAO - also introduces material dependent specular highlights. It's worth checking about for those who play Clear Sky. Nice Screenshots, by the way (like the godrays at dusk shot).

Thanks, I will try it out.

That's for sun shadows, correct?

Yes, by default the value was disabled. As default all lightsources have jittering if it's enabled except sun lightsource. IMO the shadow jaggies where to obvious and distracting from the sun and the enabled jittering made a worlds difference. :)
 
Vert, very impressive use of motion blur.

Actually it is DoF. I set the start distance to 20 meters and DoF strength to 2. I play this way becouse it looks simply jaw-dropping. adds a lot of depth. I hope the ypatch in motionblur as it isn't working yet for DX10 according to their shader comment. Crysis and all but this game have several palces adn moments it trumphs Crysis with ease (with my config of course!). It just looks plain top quality CGI minus the grass. :smile:

http://rapidshare.com/files/181634272/ClearSkyConfig.rar.html
 
E8400, HD4870.

maybe I'll fine tune my LODs a bit. Quite surpised seeing the average polygon per frame amount being 1.5-2m/frame with lows at 500k and highs at 4-5million ( :oops: ). Shout if you want my settings config. ;)
 
E8400, HD4870.

maybe I'll fine tune my LODs a bit. Quite surpised seeing the average polygon per frame amount being 1.5-2m/frame with lows at 500k and highs at 4-5million ( :oops: ). Shout if you want my settings config. ;)

I'm wondering where you're getting those numbers from? Is there a setting that shows the number of tris and monitors frame rate (you're talking about CS, right?).

Also, you said you have a 4870; I was wondering if I could ask something of you (requires DX10.1 which sadly my 8800GTX is lacking). Okay, let me explain. There's some new ssao options in the user.ltx file (added as of patch 1.5.06 - 08, I'm not sure which one) one of them is called ssao_hbao, which apparently stands for Horizon-Based Ambient Occlusion (an improvement upon SSAO with better IQ). It can only work under DX10.1 though and I was wondering if you could take some screens showing the ssao with it on and off (perhaps showing frame rate too to see the difference)?

And yeah, I'd like to try your config :)
 
rs_stats for rendering info. Dunno if it was some wonky culling since I got 5.8m/frame in the CS camp. Got 2-5-3m/frame when reloading.

I'll check the new SSAO setting out and make some screenshots.
 
rs_stats for rendering info. Dunno if it was some wonky culling since I got 5.8m/frame in the CS camp. Got 2-5-3m/frame when reloading.

Thanks. Don't know how I missed that.

I'll check the new SSAO setting out and make some screenshots.

Big thanks, man! :smile:

Thought I'd post some of my own screens from CS:

ssphil111608181428escapcm2.jpg

ssphil101208123248marshyo7.jpg
- would look better with some AA
ssphil101208170115escapph0.jpg

ssphil101308133207darkvkw3.jpg

ssphil092908202944escapqf2.jpg
 
Tasty Warhead images!

Here is the HBAO off/on comparision screenshot for Clear Sky.

http://img442.imageshack.us/img442/8738/hbaobv7.png


My config pack and sun jitter pack etc.

http://rapidshare.com/files/182290884/CSconfigFiles.rar.html






Here are some Crysis shots I took in the editor. I have my own made custom TODs for basically all leves, some old stuff I made. Never released them though but maybe I should.. !

I might add it actually runs better in the game than editor, even at slightly higher res and AI active. Problably my VM running in the background soaking up system resoruces.

These clouds are amazing, CGI type fully volumetric.
crysisisland1tj1.jpg


crysisisland3af0.jpg

crysisisland5ma8.jpg


Now hold on before pointing finger at the framerate, take a look at the polygons per frame amount and draw calls done (25.6m/frame). CE2 limits are tested. I doubt any game in the ~10 year future ahead will have half of the obejcts and polygons rendered in this scene.
crysiscrazygh1.jpg
 
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