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

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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.

Please do tell :D
 
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.
Yup:

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Nice!

GTAIV. Hmm the blur/DoF offset for distance looks inccorect in screenshots vs ingame. It certainly doesn't look like ghosting.
gtaivpc.jpg
 
Crysis if you didn't know! ;)

Hmmm, kinda not noticable in these shots but I was using 1536x1536 shadowmap size.

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crysis1.jpg

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This is from Crysis wars and ~very high config with 4xAA, transparency AA and 1440x900 resolution. Viva single GPU solution HD4870... until I get 2... for 8xAA and 1680x1050!

crysiswars1.jpg
 
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Nice picture (the last, very suitable for a horror minded game). It's a shame we don't see more games with this engine.
 
These are some nice shots for Crysis. I'm wondering though why I could never get good lookiing shadows on my comp. I mean, they look good upclose, but distant shadows look pretty bad (they seem to update slower/have a low framerate the farther they are). Is this normal?
 
Yep that's normal unless you tweak the parameters a lot, which will cause a noticeable hit on performance.
 
These are some nice shots for Crysis. I'm wondering though why I could never get good lookiing shadows on my comp. I mean, they look good upclose, but distant shadows look pretty bad (they seem to update slower/have a low framerate the farther they are). Is this normal?

They are lower res teh farther out they are. The more objects that are in the levels the more this will eb noticable due to each world object getting shadows.

Play with these settings to find a balance you like. The shadows texture size makes the largest difference but impacts perfomance vs the other settings.

e_shadows_max_texture_size=1280 (sun shadowmap(s) size)
r_ShadowJittering=0.8 (jittering on shadow edges to make them softer/sharper jaggier)
e_gsm_lods_num=5 (shadow LOD system levels)
e_gsm_range=3 (LOD tresholds)
e_shadows_cast_view_dist_ratio=0.8 (shadow casting distance in km, little perfomacne impact, lower value should get you sharper shadows vs higher values)
 
Some Crysis screens - all taken at almost very high settings

Night Shots:

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Nice Rock:

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Some nice Jungle/Forest shots:

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I've been playing some GTA IV and I thought it looks kind of nice even with all it's technical faults. But man these Crysis shots are something else. And this game is from 2007!
 
I've been playing some GTA IV and I thought it looks kind of nice even with all it's technical faults. But man these Crysis shots are something else. And this game is from 2007!

A PC game from 2007. Plus, it may have been released in 2007, but it clearly wasn't designed for 2007 hardware. :smile:

We'll be lucky to see a game that looks better than Crysis (aside from Warhead) until the next round of consoles IMHO. Especially if we consider how it can scale with modern hardware (cvars tweaking and forced AA modes (thinking of supersampling via nHancer)).
 
A PC game from 2007. Plus, it may have been released in 2007, but it clearly wasn't designed for 2007 hardware. :smile:

I don't see how it matters that it's a PC game (PC games are games too :smile:). Besides it works fine on my 2007 hardware ;) Well, I can't run it maxed at 1680x1050 but I'd much rather have a game that looks amazing and run at a slightly lower res than just put with mediocre graphics for the rest of my life - I personally like games that push the limits of current hardware.

We'll be lucky to see a game that looks better than Crysis (aside from Warhead) until the next round of consoles IMHO. Especially if we consider how it can scale with modern hardware (cvars tweaking and forced AA modes (thinking of supersampling via nHancer)).

Sadly, that's probably true. Though I do look forward to when I have a card capable of playing Crysis with supersampling :p
 
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