What are you playing now? [2007-2018]

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Finished Prince of Persia (2008 version) earlier. Really liked the game initially, but having to collect stuff just to advance the game got annoying, and the fights can be frustrating with button timings. The story was good though, despite the cliff-hanger ending which leads directly into the Epilogue DLC that's available for the console versions of the game, but not the PC. Tisk tisk Ubisoft. Watched Epilogue on Youtube, and the ending is kind of dissapointing. Either there will be a direct sequel at some point (I hope), or we just our faces covered in ****. Must exclaim my enthusiasm for the characters, their interaction and the voice work. You really care about them, much like in the Uncharted games, and it doesn't help that the Prince is voiced by Nolan North..............

Now to continue playing other games I have backlogged.......including GTA4, Bioshock, STALKER Clear Sky, umpteenth run through of FF8 (first time with the PSN version)...................and finishing Prince of Persia makes me want to play the previous generation games, though I did try out the Sands of Time demo for the PS2 long ago and hated it lol. It's nice completing something that's not an FPS for once though.
 
Once again, WoW has sucked me into it's vortex. I've been trying to perfect an Assassination spec for my rogue, Blakkheim, and I think I've developed one that's pretty good:

http://www.wowarmory.com/talent-cal...000000000000000000120000000000000000000000000

My rogue is as follows:

http://www.wowarmory.com/character-sheet.xml?r=Frostwolf&cn=Blakkheim (even if you're not an avid WoW player, I suggest you at least check out the link. It's got a neat three dimensional view of my character so you can all admire how pretty I am :LOL:)

I'm still a youngin', but I noticed my damage has increased significantly since I respecced, yesterday. I figure by taking advantage of Slice and Dice and keeping target's bleeding and poisoned with deadly poison, my DPS should increase, significantly. I really like how Blizzard took dagger specced rogues into account by adding mutilate last year. Assassination used to be one of the most under appreciated trees, now it's risen to the ranks of harboring some of the most powerful specs out of any class in the game.

This is supposedly the most powerful spec, DPS-wise, in the game:

http://www.wowhead.com/?talent#f0ec0exoiboIuVo0xV0xcZb:ITLVc

It's specifically for raiding, though. And there's a lot of points I don't find very useful, but if I don't find my spec very effective, I'll respec to that.

WoW does a great job on keeping me involved, even off the clock. I do a lot of homework in terms of how to reach my potential and a lot of research in terms of what gear I'd like to obtain. No other game has kept me on my toes as WoW has.
 
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Mastering Defensegrid now!
This is such a good game! To win all missions and earn Gold takes time and practise!
After I finish The Last Stand I'm back to The Witcher (III chapter)!
 
Just playing STALKER Complete 2009 again, Can't get motion blur to work :(

And the game is really begging for some anti-aliasing :(

Curse you 5000 series owners who can run SGSSAA on DX9 games :(
 
You can set options in SkyGRAPHICS_options.cfg . Set motionblur strength etc.

I got it like this. Sunshafts are disabled becouse they just makes the scene to bright.
Code:
/* SkyGRAPHICS options file v2.0 RC4.1 */ 
#ifndef SKYOPT_CFG
#define SKYOPT_CFG
//////////////////////////////////////////////////////////////////
//FX control

#define IMPROVED_MBLUR 		// Enable/Disable Motion Blur
#define DEPTH_OF_FIELD 		// Enable/Disable Depth Of Field 
#define PARALLAX_OCCLUSION	// Enable/Disable Parallax Occlusion Mapping
#define SSAO			// Enable/Disable Screen Space Ambient Occlusion
//#define SUN_SHAFTS		// Enable/Disable Sun Shafts (god rays) 


//
//////////////////////////////////////////////////////////////////
//---------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Motion Blur 

	#define MBLUR_SAMPLES 	int(12)	// Quality(Intesity) 
	
//Only for testing.
		#define SCALE_X float(-0.05) // velocity ratio X
		#define SCALE_Y float(0.05) // velocity ratio Y
      		#define START_DIST float(0.7) // start distance of interpolation
      		#define FINAL_DIST float(1.3) // final distance of interpolation
		#define VEL_START float(0.008) //velocity softness start distance
		#define VEL_FIN float(0.02) //velocity softness final distance
		#define IMB_CLAMP float(0.05) //improved motion blur clamp ratio
			
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Depth Of Field

	#define DOF_QUALITY int(12)   // MAX - 12
	#define MINDIST float(20)
	#define MAXDIST float(35)
	#define MAXCOF	float(1)
	
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping

	#define MAX_SAMPLES int(40)		//number of maximum samples
	#define MIN_SAMPLES int(5)		//number of minimum samples
	#define PARALLAX_OFFSET float(0.025)	//height of extruded surface
	#define FINAL_INTERSECTION_LOOPS int(5)	//Quantity of cycles of accuracy
	//#define USE_TEXTURE_PACK		//use additional textures package(81mb)
  	//#define CORRECT_PERSPECTIVE		//WARNING!!! artifacts will appear if defined
  
//Only for testing.
//These options for algorithm of increase in contrast parallax maps
		#define CONTRAST_COEF_Q1 float(0.6)
		#define CONTRAST_COEF_Q2 float(1)
		#define BRIGHTNESS_COEF float(0.25)

//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion

	#define SSAO_QUALITY int(3) 	//2 - low quality; 3 - high quality
	#define SSAO_TEX_CONT		//on/off. Rise texture contrast for diffuse lighting
	#define CONT_COEF float(0.6)	//Rise brightness 
	
//Only for testing.
		#define FADE_DIST float(4)
		#define FADE_COEF float(0.2)

//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Sun Shafts

	#define RAY_SAMPLES	int(20) //sun shafts qulaity, greater - better default 20
	#define SS_INTENSITY float(0.8) // intesity of sun shafts

//Only for testing.
		#define	SS_CONTRAST float(4)
		//#define SS_FARNEARLERP
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//FLOAT32 v2.0 options

//Cook-Torrance intensity values
	#define CT_int  1.25f 		//CT sun
	#define CT_int_in   1.25f 	//CT indoors
	#define BLOOM_val 0.6h 		//Bloom brightness - Increases HDR brightness of the sky
	#define HDR_int  10.h 		//HDR cutoff - Total HDR brightness

//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues!
// To turn this mode on, remove the comment brackets "ex. // ".
// If you need to ue NO_F4 then you need to comment out YES_F4 below!!!!
	//#define NO_F4
//
//////////////////////////////////////////////////////////////////
/*
Îïèñàíèå ïàðàìåòðîâ.

#define IMPROVED_MBLUR
	Âêëþ÷àåò/âûêëþ÷àåò óñîâåðøåíñòâîâàííûé Motion Blur. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define IMPROVED_MBLUR
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define IMPROVED_MBLUR

#define MBLUR_SAMPLES 	int(12)
	Ïàðàìåòð äëÿ Motion Blur`à, îïðåäåëÿåò èíòåíñèâíîñòü ýôôåêòà. ×åì áîëüøå çíà÷åíèå òåì áîëüøàÿ èíòåíñèâíîñòü. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.

#define SCALE_X float(-0.03)
#define SCALE_Y float(0.03)
#define VEL_START float(0.009) 
#define VEL_FIN float(0.02) 
#define IMB_CLAMP float(0.01)
	Ïàðàìåòðû äëÿ Motion Blur`à, îòâå÷àþò çà õàðàêòåð ðàçìûòèÿ êàðòèíêè. Íå ðåêîìåíäóåòñÿ èõ ìåíÿòü.

#define START_DIST float(0.7)
#define FINAL_DIST float(1.3)
	Ïàðàìåòðû äëÿ Motion Blur`à, îïðåäåëÿþò ðàññòîÿíèå ñ êîòîðîãî âêëþ÷àåòñÿ Motion Blur (START_DIST), è ðàññòîÿíèå ñ êîòîðîãî íà÷èíàåòñÿ ïîëíîå ðàçìûòèå (FINAL_DIST). Ìåæäó START_DIST è FINAL_DIST ïðîèñõîäèò ïëàâíûé ïåðåõîä îò íå ðàçìûòîé îáëàñòè ê ðàçìûòîé. Ïàðàìåòðû óñëîâíî èçìåðÿþòñÿ â ìåòðàõ.

#define DEPTH_OF_FIELD
	Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Depth Of Field. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define DEPTH_OF_FIELD
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define DEPTH_OF_FIELD

#define DOF_QUALITY int(12)
	Ïàðàìåòð äëÿ Depth Of Field, îïðåäåëÿåò êà÷åñòâî ýôôåêòà. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.

#define MINDIST float(0.4)
#define MAXDIST float(35)
	Ïàðàìåòðû äëÿ Depth Of Field, îïðåäåëÿþò ðàññòîÿíèå ñ êîòîðîãî âêëþ÷àåòñÿ Depth Of Field (MINDIST), è ðàññòîÿíèå ñ êîòîðîãî íà÷èíàåòñÿ ïîëíîå ðàçìûòèå (MAXDIST). Ïàðàìåòðû óñëîâíî èçìåðÿþòñÿ â ìåòðàõ.

#define MAXCOF	float(0.6)
	Ïàðàìåòð äëÿ Depth Of Field, îïðåäåëÿåò ñòåïåíü ðàçìûòèÿ ýôôåêòà.
	
#define PARALLAX_OCCLUSION
	Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Parallax Occlusion Mapping. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.

#define MAX_SAMPLES int(40)
#define MIN_SAMPLES int(5)
	Ïàðàìåòðû äëÿ Parallax Occlusion, îïðåäåëÿþò êîëè÷åñòâî òåêñòóðíûõ âûáîðîê. ×åì èõ áîëüøå, òåì êà÷åñòâåííåå ýôôåêò. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòðû íå ìîãóò ïðèíèìàòü äðîáíûõ çíà÷åíèé.

#define PARALLAX_OFFSET float(0.025)
	Ïàðàìåòð äëÿ Paralax Occlusion, îïðåäåëÿåò âûñîòó ïîâåðõíîñòè(ñòåïåíü ñìåùåíèÿ). ×åì áîëüøå çíà÷åíèå, òåì áîëüøå âûñîòà.

#define FINAL_INTERSECTION_LOOPS int(5)
	Ïàðàìåòð äëÿ Parallax Occlusion, îïðåäåëÿåò êîëè÷èñòâî öèêëîâ äëÿ íàõîæäåíèÿ òî÷êè ïåðåñå÷åíèÿ. ×åì èõ áîëüøå òåì êà÷åñòâåííåå ýôôåêò. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.

#define USE_TEXTURE_PACK
	Ïàðàìåòð äëÿ Parallax Occlusion, âêë\âûêë èñïîëüçîâàíèå äîïîëíèòåëüíûõ òåêñòóð èç ïåðâûõ âåðñèé ìîäà(1.0 - 1.4)(81ìá).
	
#define CORRECT_PERSPECTIVE
	Ïàðàìåòð äëÿ Parallax Occlusion, âêëþ÷àåò/âûêëþ÷àåò áîëåå ïðàâèëüíóþ ïåðñïåêòèâó íà îñòðûõ óãëàõ ãåîìåòðèè. Ïîâûøàåò èëëþçèþ ñìåùåíèÿ. Òðåáóåò áîëåå âûñîêèõ çíà÷åíèé äëÿ MAX_SAMPLES è MIN_SAMPLES. Èç-çà îñîáåííîñòåé èãðîâîé ãåîìåòðèè ñòàëêåðà, íà íåêîòîðûõ ïîâåðõíîñòÿõ ïîÿâëÿþòñÿ àðòåôàêòû, â âèäå èñêàæåíèé. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define CORRECT_PERSPECTIVE
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define CORRECT_PERSPECTIVE

#define CONTRAST_COEF_Q1 float(0.6)
#define CONTRAST_COEF_Q2 float(1)
#define BRIGHTNESS_COEF float(0.25)
	Ïàðàìåòðû äëÿ Parallax Occlusion, èñïîëüçóþòñÿ â àëãîðèòìå ïîâûøåíèÿ êîíòðàñòíîñòè êàðò âûñîò. Íå ðåêîìåíäóåòñÿ èõ ìåíÿòü.

#define SSAO
	Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Screen Space Ambient Occlusion. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
	
#define SSAO_QUALITY int(3) 
	Ïàðàìåòð äëÿ SSAO, îïðåäåëÿåò êà÷åñòâî. Ïðèíèìàåò ïàðàìåòðû 2 è 3, ãäå 2 - íèçêîå êà÷åñòâî (âûøå ïðîèçâîäèòåëüíîñòü) , 3 - âûñîêîå êà÷åñòâî.

#define SSAO_TEX_CONT
	Ïàðàìåòð äëÿ SSAO, ïîâûøàåò êîíòðàñòíîñòü îñâåùåíèÿ äëÿ óëó÷øåíèÿ îòîáðàæåíèÿ ýôôåêòà ssao. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.

#define CONT_COEF float(0.2)
	Ïàðàìåòð äëÿ SSAO, êîåôèöèåíò äëÿ ïîâûøåíèÿ ÿðêîñòè SSAO_TEX_CONT.

#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
	Ïàðàìåòðû äëÿ SSAO, âëèÿþò íà çàòóõàíèå ýôôåêòà âáëèçè. Íóæíî äëÿ óìåíüøåíèÿ àðòåôàêòîâ.
	
#define SUN_SHAFTS
	Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Sun Shafts (ëó÷è ñâåòà). Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
#define RAY_SAMPLES	int(20) 
	Ïàðàìåòð äëÿ Sun Shafts, îïðåäåëÿåò êà÷åñòâî. ×åì áîëüøå çíà÷åíèå, òåì ëó÷øå êà÷åñòâî (è ìåíüøå ïðîèçâîäèòåëüíîñòü).
 
#define	SS_CLAMP float(0.2)
	Ïàðàìåòð äëÿ Sun Shafts, èñïîëüçóåòñÿ äëÿ óñòðàíåíèÿ àðòåôàêòîâ.
	
#define SS_INTENSITY float(0.8)
	Ïàðàìåòð äëÿ Sun Shafts, âëèÿåò íà èíòåíñèâíîñòü.
#define USE_F32
	Âêë\âûêë ìîäà Float32 v2.0.
*/
#endif
 
That works :D

Now just got to sort out that weird shadow bug, increase shadow resolution, increase render distance to stop the grass from popping in 20metres away and try to tweak GI to a point were I can use it ;)
 
Shadowmap resolution is set in common.h shader file. Though going from default 2048 to 4096 seems to improve little and not like other games where the difference is massive. If you find a way to increase grass draw distance then tell me I want to push it to 100s of meters in CS, Stalker and COP when I buy it. That alone would immensly improve outdoor terrain visuals.

About GI try these tweaks I have for first Stalker and they are also good for CS and prolly COP.

r2_gi on
r2_gi_clip 0.04
r2_gi_depth 5
r2_gi_photons 10

I think grass is part of the "ui_mm_detail_density" UI line. IIRC there is a file that sets the max values for cvars and by changing max value you could push it beyond default highest for detail density.

EDIT: I'l lthink I'l later unapck all archvies and search for "detail" without quotes to find threshold.
 
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Im replaying Gothic2 Night of the Raven. (you're gonna need some vista patches) LOVE this game. I'd forgotten how BIG it was! im going with how i played my first time (archer/merc).

Just reinstalled Sniper elite haven't started it (you're gonna need a vista starforce (protection) patch here too).

i only lack the final boss battle in Risen (loved the game)...i have a habit of abandoning them at final boss battles.

may resintall two worlds, or boiling point.

got a free 7 day pass to WoW. went back...got mauled by the 'friends' that i played with over a year and a half ago, never went back after that night (got that same sickening feeling i used to get sometimes playing the game), i had pretty much forgotten how to play anyway. i was just running around nostalgic like. couldn't believe my old comrades were STILL playing.
 
couldn't believe my old comrades were STILL playing.

Yeah, it's pretty unbelievable. I've had similar experiences where I've taken long leaves from WoW, and upon my return I'm always surprised to see the same old faces still around. Did you play long enough to mess with the new Dungeon Finder tool? It's pretty nifty :)
 
I just finished the original Stalker (with the 2009 complete mod). I'd never played it the first time around, and 3 years, 5 patches and a complete makeover later it is still an experience which can best be described as err... quirky. From what I've read, I must've accidentily skipped major parts. Redwood forest? Second brain scorcher? Never saw it. I just turned right at some point where I might've gone left, wandered straight into Pripyat with my psi helmet on and ka-ching, it said Scorcher disabled, quest completed. Huh? And what about those Army Warehouses? Never went there either, didn't seem to hurt a bit.

That said, I'm completely fascinated by the atmosphere, story, the 2009 graphics, the weather, all the stuff which is alive in the Zone, well basically everything really. The 2$ this cost me on Steam might be the best money I ever spent.

So I'm quite looking forward to playing Call of Pripyat, but I think I might hold off until there's a patch or 2 out and perhaps till I get a DX11 video card. Then again, if it shows up on Steam soon, who knows.

In other news, after completely losing interest in WoW over the last 6 months or so, I finally got around to actually canceling my subscription. Yay me!
 
Was a while since I played Crysis Wars but I gave it some love today. Now after playing other games and being exposed to screenshots/videos of other games on different platforms I was utterly blown away. By being exposed to other visuals you get a hold of the contrast between them and Crysis Wars. The visuals in CW are just so imense I honestly think it looks far better than Crysis ever did with vanilla TODs and damn near photorealistic. Heck even the Crysis 2 promo shots looks bad in comparision!

Now, I play the game at 1440x900 as usual and my 20" monitors native res is 1680x1050. But I did the misstake of using the monitors upscaler (Samsung T200) before. After letting my graphic card handle the upscaling image IQ increased greatly. I feel like a fool for not having done this before and let the GPU do the scaling. The slight softness + very high settings and 4xAA makes image looks so damn clean it for the most part looks like bullshots. Ofcourse tree leafs has this "noise" but it was not eye cathing at all nor even noticable as before and in some parts slight specular aliasing. Blown away by both the beauty and my ignorance.

So want I want to say is compare your monitors upscaling quality versus your GPUs upscaler. You might get a nice IQ boost.

Btw I played in Buttkickers server in "Plantation" and "Training" map. Also is there a way to capture the upscaled frames instead of non-upscaled frames.
 
Nebby you have a 4890 right? How do you set it so that the GPU does the scaling and not the monitors panel?

Oh and I'm playing STALKER : COP Maxed out ( SSAO, Suns rays.. etc.. etc.. on HIGH ) And I'm always between 45-55fps during nomral day and night and low 30's during morning when the sun shafts are out ;)

It's a lot more optimised the Clear Sky is :)

COP gives Crysis a good kicking in places as well :oops:
 
I would beleive COP excels in urban areas and indoors. Stalker with TM2009 and CS vanilla is state of the art in those areas. Outside of Crysis I dont believe there is anything that comes close so far for those areas. It is the forests/vegetation that sometiems bad depending on which Stalker we are talking about.

For my 4890 enter CCC then -> Desktop and Displays -> Right click small monitor icon and select configure -> Attributes -> Enable GPU scaling and set 'Scale image to full panel size'.


Here some pics Stalker Shadows of Chernobyl I have taken, awesome.
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=7798222&postcount=2350.
 
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So I'm quite looking forward to playing Call of Pripyat, but I think I might hold off until there's a patch or 2 out and perhaps till I get a DX11 video card. Then again, if it shows up on Steam soon, who knows.

Haha, and it just showed up on Steam!

And even better, there's a 'Loyalty Promo'.. EUR10 off if you already own a Steam SoC or CS.

I tried it, and my 2$ Holiday Sale SoC qualifies. So for EUR20, I know what I'll be doing this weekend. I love Steam. Woohoo :LOL:
 
For my 4890 enter CCC then -> Desktop and Displays -> Right click small monitor icon and select configure -> Attributes -> Enable GPU scaling and set 'Scale image to full panel size'.
].

Ewww..... That looks horrid on STALKER : COP

1280x720 scaled to 1920x1080 does not look nice...
 
Haha, and it just showed up on Steam!

And even better, there's a 'Loyalty Promo'.. EUR10 off if you already own a Steam SoC or CS.

I tried it, and my 2$ Holiday Sale SoC qualifies. So for EUR20, I know what I'll be doing this weekend. I love Steam. Woohoo :LOL:

I'm playing it now, What GPU you got?
 
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