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

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Nice looking screenshots there! I guess I should feel a bit silly for having a 5850 on a PC with 32 bit WinXP and a dual core CPU! :LOL:

Man I need to get a new 1 TB HDD, install a copy of Win7 64, and get with the times!

You have to admit though, dual cores are still quite competent even for these days for gaming, though of course, there is a certain 'threshold' of obsolescence.
 
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If it is anything liek GRID you can change settings in xml or mod main config file.

This is from GRID (hardware_Settings.xml) where it reads my modded settings. You can edit this fiel with notepad and change/add parts.

<multisampling option="8xmsaa">
<back_buffer level="8xmsaa" />
<colour_target level="8xmsaa" />
<minimap level="8xmsaa" />
<dynamic_envmap level="8xmsaa" />
<static_envmap level="8xmsaa" />
<rear_view_mirror level="4xmsaa" />
</multisampling>
<textures lod="0" />
</graphics_card>
<graphics_detail level="custom" />
<wind particles="true" groundcover="true" />
<shadows enabled="true" size="2048" maskQuality="2" />
<headlights headlightQuality="2" />
<particles enabled="true" collisions="true" max="6000" />
<crowd enabled="true" />
<cloth enabled="true" />
<postprocess enabled="true" blur="true" />
<groundcover enabled="true" layers="4" />
<trees visibility="6000" low="1200" high="480" lodQuality="2" />
<vehicles characterQuality="4" lodQuality="3" />
<reflections faces="6" size="1024" forceBilinear="false" />
<mirrors enabled="true" forceBilinear="false" width="1024" height="256" />
<skidmarks enabled="true" />
<dynamic_ambient_occ enabled="true" />
<track_reflections enabled="true" />
<physics environmentalDamage="true" vehicleDamage="true" />
 
Yep, if it's like GRID or DiRT 1 you can crank the shadowmaps all the way to 4096^2 !

I assume ATI's SSAA modes will not work with this game?
 
For the SSAA, I should try to run the game in DX9 mode, although there is no setting in the menu for this, but an entry in the XML config -- here it is (hardware_settings_config.xml):
Code:
  <?xml version="1.0" encoding="UTF-8" ?> 
- <hardware_settings_config version="51">
- <cpu>
  <threadStrategy parallelUpdateRender="true" workerMapFile="system/workerMap4Core.xml" forceFeedbackProcessor="3" dvdStorageProcessor="3" dataSetMonitorProcessor="1" renderProcessor="0" updateProcessor="2" fileStreamProcessor="3" /> 
  </cpu>
- <audio_card>
  <audio mixing="rapture3D" /> 
  </audio_card>
- <graphics_card>
  <directx forcedx9="false" /> 
- <resolution width="1680" height="1050" aspect="normal" fullscreen="true" vsync="0" multisampling="8xmsaa">
  <refreshRate rate="60" /> 
  </resolution>
  <gamma level="1.0" /> 
  </graphics_card>
  <graphics_detail level="high" /> 
  <shadows enabled="true" size="2048" maskQuality="1" /> 
  <particles enabled="true" wind="true" dynamicRes="false" /> 
  <crowd enabled="true" detail="1" tessellation="true" /> 
  <cloth enabled="true" detail="1" /> 
  <postprocess quality="2" /> 
  <groundcover mode="blended" clutter="true" /> 
  <objects lod="1.5" maxlod="0" /> 
  <trees lod="1.5" maxlod="0" /> 
  <vehicles characterQuality="4" lodQuality="3" /> 
  <envmap faces="6" size="1024" forceBilinear="false" /> 
  <water update="true" detail="2" tessellation="true" /> 
  <mirrors enabled="true" forceBilinear="false" width="2048" height="512" car_maxlod="0" car_culldist="500.0" /> 
  <skidmarks enabled="true" /> 
  <dynamic_ambient_occ enabled="true" quality="1" /> 
  <night_lighting volumes="true" lights="0" shadows="true" /> 
  <physics environmentalDamage="true" vehicleDamage="true" /> 
  <input device_type="auto" /> 
  <motion enabled="true" ip="dbox" port="20777" delay="1" extradata="0" /> 
  </hardware_settings_config>
 
For this:

Code:
<shadows enabled="true" size="2048" maskQuality="1" />

change mask quality to 2 and/or 4096. Though 2048x2048 shadowmap res should produce neat shadows unless the mask quality is bad.

Code:
  <objects lod="1.5" maxlod="0" /> 
  <trees lod="1.5" maxlod="0" />

Hmm would 0 make them purdy at distance?
 
For this:

Code:
<shadows enabled="true" size="2048" maskQuality="1" />

change mask quality to 2 and/or 4096. Though 2048x2048 shadowmap res should produce neat shadows unless the mask quality is bad.
4096 and mask quality "0" is really looking better now -- the shadows setting in the options menu is now set at "custom" value with this.

I've tried under DX9 mode -- the overall image looked somewhat slightly blurry (probably a result of the quality of the post-process pass), but the SSAA truly helped to clear out most of the high frequency aliasing.
 
Entertaining myself with with Crysis Wars.
 
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Some S.T.A.L.K.E.R Shadow of Chernobyl Complete Mod 2009 images. A bit muted sky but it was rainy and cloudy. Started to play it now and amazing and I noticed a shocking event...




In this image. After the fight with the wild dogs the stalker started to pull the dog corpses away from his camp (fireplace inside building)! :eek:
 
Some more of my new cars. The old one (marble white) steers like a concrete block... as it should be of course with that car! :p

 
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EDIT: As usual only ingame racing screenshots. Kinda hard as usual to take screenshot when driving but it went quite OK except some crashes :p . 1680x1050, 8xAA, 8xTSAA, 16xAF, 60fps.
 
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STALKER Shadow of Chernobyl. Those bloodsuckers sure knows how to scare. Semi cloaked and when I died it started to suck my blood! XD

 
Moody lighting

88762316.jpg

45328933.jpg



 
yeah I hit quite high numbers with Rygels texture pack which was apart from GTAIV bloat the reason I popped in 8GB RAM in my system.
 
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