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

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I might be blind but man do they look close or what! Though the bullshot gets fooliage AA. Im sure they would look almost undistinguable if transparency AA would work. Though it all might depend on scene. :smile:

I guess that is what sets them apart mostly, fooliage AA. Say could you take a same screenshot in BS format but only with edge AA set to 2?

BTW do you know what the HDr format is for screenshots?
 
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I might be blind but man do they look close or what! Though the bullshot gets fooliage AA. Im sure they would look almost undistinguable if transparency AA would work. Though it all might depend on scene.
Make sure you view them in their original size. The bullshot looks a lot better IMO... the standard shot is more like pixel soup :p

The foliage is where it counts. The poly edges get filtered plenty with 16xCSAA IMHO. Well I guess texture filtering would be noticeably better in the bullshots as well due to the lack of AF at Very High settings, but that shot isn't the best example of that.
I guess that is what sets them apart mostly, fooliage AA. Say could you take a same screenshot in BS format but only with edge AA set to 2?
I'm not sure if EdgeAA would show up in the bullshots. At least I know DoF doesn't...
BTW do you know what the HDr format is for screenshots?
I have no idea. :|
Crap, the time elapse period was set to 0 yet the lighting got different between ingame and bullshot. Anyway the bullshot is 6000x8000 downscaled to 1680x1260 and the ingame 1680x904. I had only edge AA set to 2 for both.

93MB TGA file!
:oops: 6000x8000! How high can you go!?
BTW since you play with AA have you tested the command r_FSAA_Quality ?
No, TBH I don't even know what that does :oops:. And when I actually -play- I don't enable AA; although 2xAA doesn't hit performance too hard, every little bit counts when you're hovering around 30fps.

I'm working on some Niveus shots right now. Funny thing is that map doesn't have much foliage (hence not much visible aliasing at 16xCSAA) and the real shots actually look better than the bullshots (since the bullshots lack DoF).
 
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Niveus!

1440x900 16xCSAA Very High. These aren't bullshots.

niveus1uz7.jpg


niveus2eq8.jpg


niveus3wh5.jpg


I'm ready for my CE2 RPG.
 
Sorry for not including the link. Niveus. It can be made to look a lot better with some ToD tweaks. Specifically it's way too bright with the stock ToD on Very High due to color grading.
 
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Dang!

Very nice. Second picture is... :oops:, third to although that water looks so clean. So clean I want to drink it!
 
I just took a Crysis Wars (well some hour ago or such ;) ) stock multiplayer map screenshot. 4xAA/1440x900 babay and a single 4870!

screenshot0000.jpg
 
This is interesting.

I was curious to see how CCC edge detect and transparency filtering worked with AA enabled in Crysis Wars. There certainly is a difference and it was solid with any weapon or such. Catalyst 9.20 with HD4870 512MB. :eek:

4xAA.
4xaa.jpg


4xAA + TS high quality
4xaaqts.jpg


4xAA + CCC edge detect and TS high quality
4xaaedgedetectqts.jpg
 
Get nice results with perfomance transparency filtering to. Perfomance impact from 4xAA to 4xAA + TSP is roughly ~15% leaving me with still above 30fps perfomance.

If I go for quality transparency filtering with 2xAA then I get a perfomance penalty of roughly ~8% over 4xAA without TS. :D
 
Very nice! You didn't have to jump through nearly as many hoops as I did to get TAA working on the GTX260.

I'm not familiar with ATI's AA modes, but I remember reading that 'performance' TAA mode takes half the number of samples on transparencies as the selected MSAA mode. If so 2xMSAA + Quality TAA should equal 4xMSAA + Performance TAA on transparencies. 4xMSAA + PTAA sounds like a good deal.
 
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