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Posted: Wed, 16th Nov 2011 15:21 Post subject: |
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Posted: Wed, 16th Nov 2011 15:23 Post subject: |
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Anyone else had terrible lags at dwemer ruins of avanchzel??
I mean I can play all right, but when i click quicksave or try to wait, it takes a hell of a long time, waiting took 1 minute and quicksaving is like 10seconds...
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Posted: Wed, 16th Nov 2011 15:24 Post subject: |
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Bah, i'm still waiting for a proper fix for the mega-low volume before I start to play this properly.
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Posted: Wed, 16th Nov 2011 15:24 Post subject: |
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The above screens look a bit too colorful. Were the pics you posted earlier (and the ini), after editing Sabin? Those did look good (not cartoony like above).
I guess I'll just have to try it when I get home.
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Posted: Wed, 16th Nov 2011 15:25 Post subject: |
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Yeah, my shots were after the red/saturation reduction - I've included the INI I used, but it's mostly just tweaks from people already here =)
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Gvaz
Posts: 345
Location: USA
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Posted: Wed, 16th Nov 2011 15:28 Post subject: |
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Still I laughed at the comic though lol
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Guyver
Posts: 2221
Location: Bunga-Bun... err Italy.
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Posted: Wed, 16th Nov 2011 15:31 Post subject: |
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my spells are always doing base damage (50-60), or talented via perks. (20-50% more )
its supposed to do this damage compared to 492942429 damage axes? 
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Neon
VIP Member
Posts: 18935
Location: Poland
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Posted: Wed, 16th Nov 2011 15:38 Post subject: |
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Mister_s wrote: | The above screens look a bit too colorful. Were the pics you posted earlier (and the ini), after editing Sabin? Those did look good (not cartoony like above).
I guess I'll just have to try it when I get home. |
Here is my ini.
Spoiler: | /*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_BLOOM
#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.15
#define Sharpen_val0 1.25
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.10 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.9 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.10
#define Exposure -0.10
#define Saturation 1.1 // use negative values for less saturation.
#define BlueShift 0.25 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.000 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.45 // 1.00 = Max
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.045;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000; |
I have changed it a little from those screens, lowered the red some and a few small changes. Looks kinda the same. but a bit less colorful.
Last edited by KeyserSoeze on Wed, 16th Nov 2011 15:39; edited 1 time in total
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b0se
Banned
Posts: 5901
Location: Rapture
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Posted: Wed, 16th Nov 2011 15:38 Post subject: |
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How do you get the data files to show again? I saw it a couple of pages back but I ain't going like 30 pages back to find it.
It worked, but when I checked mods and launched again to see if they were still checked, they weren't. Not sure how to install mods without a mod manager either.
Level 21 now. Two hander and archery are my primary weapons. Slow leveling boy.
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Posted: Wed, 16th Nov 2011 15:39 Post subject: |
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Yeah, I've noticed you really CAN screw up your character pretty badly if you don't choose the right perks and hp/mp/stam buffs. The first 15 levels are the quickest to achieve, so for god's sake; use THOSE to build your character. Boost your health, perk up your defence and damage dealing stats, use the later levels for extraneous bullshit like smithing/etc.
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Posted: Wed, 16th Nov 2011 15:40 Post subject: |
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KeyserSoeze wrote: | Mister_s wrote: | The above screens look a bit too colorful. Were the pics you posted earlier (and the ini), after editing Sabin? Those did look good (not cartoony like above).
I guess I'll just have to try it when I get home. |
Here is my ini.
Spoiler: | /*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_BLOOM
#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.15
#define Sharpen_val0 1.25
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.10 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.9 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.10
#define Exposure -0.10
#define Saturation 1.1 // use negative values for less saturation.
#define BlueShift 0.25 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.000 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.45 // 1.00 = Max
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.045;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000; |
I have changed it a little from those screens, lowered the red some and a few small changes. Looks kinda the same. but a bit less colorful. |
Anyone got a decent link to the FXAA Injector? I would like to try it oot.
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Guyver
Posts: 2221
Location: Bunga-Bun... err Italy.
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Posted: Wed, 16th Nov 2011 15:43 Post subject: |
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what are you talking about?
im a mage with skills in sneaking and thievery, but mainly stats are for a mage: all stat points to magicka, then 2-3 on health and 5 to stamina to carry more things!
the life of a mage its very hard until you got the firebolt/ice spike, then it's downhill until the very high end of the game. 
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Posted: Wed, 16th Nov 2011 15:44 Post subject: |
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Posted: Wed, 16th Nov 2011 15:48 Post subject: |
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That's how the Fable 3 map should have been, it was certainly how it sounded like it was going to be, being able to zoom right down into the world itself.
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Posted: Wed, 16th Nov 2011 15:51 Post subject: |
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Posted: Wed, 16th Nov 2011 15:54 Post subject: |
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sabin1981 wrote: | That's how the Fable 3 map should have been, it was certainly how it sounded like it was going to be, being able to zoom right down into the world itself. |
From the videos of Skyrim Pre-release it was how this game was supposed to be as well..unsure why they decided not to go that way.
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garus
VIP Member
Posts: 34200
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Posted: Wed, 16th Nov 2011 15:54 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:34; edited 1 time in total
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Posted: Wed, 16th Nov 2011 15:54 Post subject: |
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How will that map in Skyrim work when mods come out that add new locations? Does it render whole world just with low LOD, or is it separate model? If it was the latter it would mean the new locations couldn't be rendered in map except for icons, right?
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
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Ke1N
Posts: 2403
Location: Bulgaria
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Posted: Wed, 16th Nov 2011 15:55 Post subject: |
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@sabin1981 Does the FXXA injection hurt the performance badly or ?
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garus
VIP Member
Posts: 34200
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Posted: Wed, 16th Nov 2011 15:55 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:34; edited 1 time in total
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Posted: Wed, 16th Nov 2011 15:56 Post subject: |
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Like I said earlier; hasn't hurt my performance in ANY way.
@tolanri
As far as I know, it renders the entire world in low LOD. Any new additions to the world, mods and such, should theoretically show up just fine.
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Ke1N
Posts: 2403
Location: Bulgaria
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Posted: Wed, 16th Nov 2011 16:02 Post subject: |
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lol the FXAA injector broke the game, i can't even get the game started just "send repport or close"..i deleted the FXAA injector and the game runs fine(retail version here).
Hmmm..
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