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

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Some more shots from Arma 2 OA Combined Operations. Shots from the same mission as in Arma 2 demo. I noticed they greatly improved it for final game with much better dialogs, characters etc. The Arma 2 demo should be classed as alpha stage material in comparision. Graphic settings are same as previous screenshots I psoted.

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Bought AO through steam last night and the improvements are AMAZING!

AI voice communication is on a superb level, no longer does everyone sound like a bastard child of Dr.SBAITSO and Microsoft Sam.
Performance wise (especially with the newer patches) it's great, Arma2 had me playing in the tweens in heavy area's with AAA on, but that's no problem anymore.

Look at this baby:

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I noticed there are some more options in the config file for graphical adjustment outside of the game (HDR settings etc.)
 
S.T.A.L.K.E.R Call Of Pripyat. Div mods/config, 1440x900, 4xMSAA + DX10.1 TSAA and max settings for DX10.1 mode.

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Where's the AA Davros?

And the tarmac, especially the bottom doesn't look like motion-blur at all, just endless use of the clone stamp.
 
The ARMA 2 water shots are amazing - but they're stills. How does it look in action?
Might have to buy this one.
 
Splinter Cell Convicition. Game looks amazing and if 360 version looks remotely as good then IMO easily best looking console game. Game packs lots of high-tech features aswell as decent gameplay and it looks so damn clean in stills and motion like it was super sampled without being it.

But enough lets enjoy the visuals.

Max settings, native 1680x1050, 4xMSAA/TSAA, 16xAF.

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@neliz it must be off in the profile
there is no ingame option for AA :(
Running on highest setting gives you AA. (I think 4x)

Splinter Cell Convicition. Game looks amazing and if 360 version looks remotely as good then IMO easily best looking console game. Game packs lots of high-tech features aswell as decent gameplay and it looks so damn clean in stills and motion like it was super sampled without being it.
360 ver looks like that, atleast in terms of tech used....just not so crisp (sub HD).
I agree that its rather clean & gives an impression of running at a resolution higher than it displays...guess that's to do with the fact that they 'built' the game & environment so that the subHD reso doesn't raise much issue on 360 & I'll be damned if it didn't actually work !

But I'll still not go as far as saying best looking console game, there are better stuff on those little hardware :p . The lighting though is extremely cool....very noir like. I also like how they implement AO...baked for static stuff & use a different unconventional technique for dynamic objects.

Also is the performance smooth for you ? I found it to be horrible/abysmal, the game shuttered even when I tried to run it at the lowest possible resolution.
 
Running on highest setting gives you AA. (I think 4x)


360 ver looks like that, atleast in terms of tech used....just not so crisp (sub HD).
I agree that its rather clean & gives an impression of running at a resolution higher than it displays...guess that's to do with the fact that they 'built' the game & environment so that the subHD reso doesn't raise much issue on 360 & I'll be damned if it didn't actually work !

Oh sub-HD but that would explain why it could pull off something like this on the 360.

But I'll still not go as far as saying best looking console game, there are better stuff on those little hardware :p . The lighting though is extremely cool....very noir like. I also like how they implement AO...baked for static stuff & use a different unconventional technique for dynamic objects.

Not sure about that. While other games might have other features this has features those games lack or the quality of the features exceed. The overall balance seems for me to take this game quite high though being sub-HD that must give a hafty penalty to IQ for 360 version. But things that especially stand out are the shadow quality. The dynamic DOF is also excellent and has no artifacts along sillhouette like pretty much all other games I've seen with dynamic DOF on dynamic objects and seems to have fresnel effect and not just blur. Shading and lighting is also top notch in quite detailed environments and textures looks good though it is TPS.

I think their SSAO method extends to some static objects as IIRC I saw a review showing on/off for features and there where several static non interactible objects that lost SSAO. Though I am sure it has some decent amount of baked OA though being mainly a consoel game(?) it's either that or very small radius for SSAO.

Also is the performance smooth for you ? I found it to be horrible/abysmal, the game shuttered even when I tried to run it at the lowest possible resolution.

It runs mainly 30-40fps with some few dips to ~25fps at some very large areas either for scene FOV or for some seconds while game seems to be reading HDD. I have no stuttering like you explained and disabling the MSAA/TSAA boost perfomance aswell as resolution though to a certain point as game has not well distributed optimised code for CPU. To many graphical tasks on CPU that should be on GPU like other games do. But then that was a major flaw with UE2-UE2.5.

Though so far (into mission area 2) I am a bit dissapointed about gameplay. It feels like the enemies isntantly knows it is me yet they have not seen me. They call my name and might repeat some lines multiple tiems despite being alone. Then quite some caries desert eagle gun... WTF!

takes out some of the serious factor as desert eagle while being a weapon kids think are cool is much worthless in terms of realism while factoring in who uses them (I play with "realistic" difficulty setting but it feels like Chaos Theory on easy!).

Oh well I hope it gets better. Also WTH are my saves!?
 
Here are some Stalker Call of Pripyat shots from my adventure. 1680x1050, 4xMSAA max settings for DX10.1 (enabled via config aswell as TSAA and tweaked config). Also got some mods installed.


Athmospheric campfire at night in the wild.
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Went overboard with the bottle.
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Insane shadow quality indoors and outdoors.
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Mess hall in shipwreck where the stalkers hangout drinking, talking and recovering from their adventures.
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Morning view after a roasted cheese sandwich and some vodka shots.
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Sneaking around the bushes to checkout the stranded boat. Some strange noises at a fair distance.
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When it rains outside it warms to be inside with some ambient music.
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"A long long time ago in a galaxy far far away there was..."
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Stalker into deep thoughts a stormy night, he looks friendly. Sitting stalkers thoughts: "he looks at me in a strange way.. should I kill him or should I let him live... hmmm I must think on this some more..."
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Sunset with godrays. The birds also cast godrays but I missed them.
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I said damn!
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I said damn again!
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There is something with the wheels. I might cut em open to check if there is a stash in there.
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It cant be seen in static screenshots but the rain effect in COP and Clear Sky is amzing with procedural wet layer on everything getting wet and nice splashes like seen on cig pack.
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Wet boar and lightning in the background.
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Ah yea the DoF is pretty fantastic but I found it to be somewhat weird cause its only the close by objects that get blurred, like if I try to aim somewhere only the objects closer to the camera will get blurred, no blurring for the areas which are far away & out of focus of you crosshair aim.

It feels like the enemies isntantly knows it is me yet they have not seen me. They call my name and might repeat some lines multiple tiems despite being alone. Then quite some caries desert eagle gun... WTF!
Ha I knew you'd mention that. You are perfectly hidden in dense shadow and you try to headshot an enemy while hanging on the fuckin roof but you "miss" the shot and instantly each & every one of them will focus on you & start shooting as if they analyzed & deduced the very direction & angle the bullet came from.

Another stupid gameplay design is that whenever you are in cover & press the "shoot" button (without the aim button) you character will come pop out of cover & fire (ofcourse), but the extremely annoying thing about this is that whenever he pops out...the location of reticule changes. The aiming mechanics seems to totally broken as well, it reminds me of Alpha Protocol but then that game had this kind of mechanics on purpose so that you "focus" each shot for 100% accuracy before firing. Funny thing that the reviewers missed it here but went on to mention it on Alpha Protocol where its done due to game's Role playing structure.

Also the number of times I heard "He's trying to get creative" would've easily been close to infinity. :devilish:
 
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