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JBeckman
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Posted: Fri, 27th Jan 2017 08:48 Post subject: |
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EDIT: Images are dead.
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ixigia
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JBeckman
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Posted: Sun, 12th Feb 2017 21:12 Post subject: |
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EDIT: Images are dead.
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ixigia
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JBeckman
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JBeckman
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Posted: Sat, 25th Feb 2017 22:13 Post subject: |
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EDIT: Images are dead.
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nLight
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Posted: Fri, 10th Mar 2017 14:39 Post subject: |
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Playing around with Ansel @ 21:9 3.5k Resolution
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JBeckman
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Posted: Fri, 10th Mar 2017 17:23 Post subject: |
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EDIT: Images are dead.
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nLight
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JBeckman
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Posted: Fri, 10th Mar 2017 18:07 Post subject: |
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Ah not that's just me making a mess of the explanation.
Ansel works fine for the game and allows for some truly impressive screenshots even if it doesn't quite allow for full control of all in-game effects but it's a good utility even if it might not match say the Cinematic Tools for Frostbite that HattiWatt1 has been making to compare against something.
But it has helped several developers implement at least something of a photo mode in several games and it's very easy to use.
EAC however does block traditional injection so it needs to be disabled (Which can already be done.) and it in addition also has a detection for the signed binaries in Cheat Engine (But there are unsigned ones available which it can't detect.) this can allow for full camera movement, FOV adjustment, time scale, shader manipulation and other adjustments though it's not very common for Cheat-Engine tables to include more than the usual cheat scripts.
A game like this though could certainly benefit from having full control over the graphical effects, weather, time of day and camera (plus FOV.) so it'll be interesting to see if there will be anything made later on although chances are EAC will patch the current exploit sooner rather than later which might block third party tools until a new exploit is found.
Though on the other hand this should at least ensure a more fair online experience, not quite sure how this particular game is currently doing (There are CE tables including the usual stuff like ammo, god-mode and no reload.) but For Honor which also uses EAC is currently having problems with bots automating things like blocking or parrying in that game which is impacting online fairness.
(Wildlands can be played in offline mode too which is what I'm using when I'm experimenting with the game.)
Well I'm not the best at explaining but I think this clarified it a bit better than my initial post above, it's a beautiful game (Hampered a bit by poor AI and glitches and various other bugs.) so it would be nice to see more tools although Ansel is already a step above the usual.
As is having a FOV slider which really should be a basic option these days but nope, HUD is also almost fully customizable even if some options are grouped together and there's a annoying shimmering on objects you can interact with which also can't be disabled.
(The constant autosave icon also occasionally gives your screen captures a little watermark when that gets caught too heh game autosaves whenever something happens so like every minute almost.)
EDIT: Also I might be using a AMD card (For now, we'll see how the future goes whenever I upgrade.) but I have nothing especially against Gameworks or features like Ansel and others. (Same with AMD's little repository of effects.) only downside is that they do tend to hit performance a bit and developers need to try to understand ambient occlusion is a subtle effect, HBAO+ doesn't have to mean big black splashes of shadow.
(That's not Nvidia though but the way the effect is set in terms of strength and such, Fallout 4 made it a bit easier since it's debug console allowed tinkering with these settings but usually it's fairly locked down.)
PCSS+ shadows in particular are really impressive when available and the new HFTS effect (Which I can't actually use but have seen comparisons off.) looks even better, VXAO is also a nice update to earlier AO implementations even if there's a bit of a framerate hit.
Most games also allow these to be toggled so it's easy enough to disable or tone down effects if framerate is problematic.
Bit undecided on the grass turfs effect introduced with this game but hairworks also started out rough in Ghosts and had stability issues in Far Cry 4 whereas Witcher 3 made pretty good use of it.
...Far Cry 4 looked nice stability aside - though "stability aside" is not something you ever say for a Ubisoft game...well usually. - but some Kyrati villages spend way too much time with their Yak's the way they are all shampooed and combed to a glossy flat and smooth fur.
Well I tend to ramble on a bit, definitively liking the overall graphics in Wildlands and the way it renders distant terrain and things like trees and grass from a very far distance although faster driving and using the helicopters do cause a little bit of pop-in occasionally.
(Up close it's not too bad either even if the ground textures are a bit muddy occasionally or well blurry I suppose is a better description, also uses a bit of parallax for roughness.)
AI could be a bit more reactive though but once they finally do react things can get a bit hectic and I guess cocaine drugged up lower-rank mobsters wouldn't be too reliable, or accurate, in the first place and those higher-rank armored enemies do pose a challenge at least.
And then there's the rebels in their bright clothing to ensure the player can't miss them even if it looks ridiculous. 
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nLight
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JBeckman
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nLight
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JBeckman
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Posted: Sun, 12th Mar 2017 15:35 Post subject: |
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Vega might be interesting but the move of re-releasing the 400 series as the 500 series with a higher GPU clock isn't inspiring much confidence, something probably holds up Vega (Vega 10 or what the initial model was called.) though the 1080Ti does look like it's lowered the pricing of the regular 1080 and the 1070 which are also really good in terms of performance, costs a bit though but they are the fastest current GPU architecture available currently.
Rysen did a pretty OK initial release too, doesn't quite match Intel but it's not too bad either at a far better price point, might need some fine tuning via motherboard bios tweaks though both for the CPU and the new motherboard architecture to get the most out of it.
At least things are starting to heat up a little bit between AMD / Intel and AMD(ATI) / Nvidia which is good for consumers and might lead to better pricing.
(Still going to be costly going for higher-end or "enthusiast" hardware of course but I don't upgrade all that often though there is usually a GPU upgrade or possibly two in-between full system rebuilds.)
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ixigia
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JBeckman
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Posted: Mon, 13th Mar 2017 20:41 Post subject: |
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EDIT: Images are dead.
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ixigia
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zmed
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JBeckman
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Posted: Sat, 25th Mar 2017 19:17 Post subject: |
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JBeckman
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Posted: Wed, 29th Mar 2017 23:08 Post subject: |
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We Happy Few
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One of the few UE4 games that allows access to the dev console, using these tweaks at the moment.
r.depthoffieldquality 4 //default 3, slightly higher quality.
r.maxanisotropy 16 //default 8, slightly better distance texture detail.
r.postprocessaaquality 6 //default 4, somewhat better temporal AA quality.
r.reflectionenvironment 1 //default 0, improves reflection quality.
r.sss.halfres 0 //default 1, further improves reflection quality but it's fairly subtle.
r.ssr.temporal 1 //default 0, improves reflection quality of screen space reflection..reflections.
r.ssr.quality 4 //default 3, slight bump in reflection quality. (I did a bit with them.)
r.shadow.maxresolution 4096 //default 2048, downs the framerate, improves shadow quality.
r.screenpercentage 125 //default 100(%) adds a 1.25x supersampling for a slight perf hit and a slight image reduction of aliasing.
r.scenecolorfringe.max 0 //default -1, set to -2 for chromatic overkill or 0 to disable.
r.temporalaasamples 64 //default 16, improves temporal AA very slightly.
r.terrainlodfactor 1
r.terrainlodbias 1
r.viewdistancescale 1 //default 1, untested, might cause problems to increase these further.
Game is far more stable now but periodically it'll stutter and you might notice crashreporter.exe running and logging something that didn't quite work, game itself hasn't crashed at all though.
Even reached this second part of the map though the terrain generation needs some tuning for street layout and clutter but it's usually working pretty well but it's not finished yet.
The new difficulty modes also helps if you're more into exploration or if you're going for something more difficult with greater focus on stealth and survival plus the option of permanent death or being able to revive with what I guess is some conditions.
Will be fun to see what's up next for the game, was nice to finally get far enough to actually see the other part of the map for once, ha ha.
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JBeckman
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Posted: Sun, 2nd Apr 2017 15:02 Post subject: |
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JBeckman
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Posted: Sun, 2nd Apr 2017 19:43 Post subject: |
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Posted: Sun, 2nd Apr 2017 21:25 Post subject: |
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Does it run well on Dolphin?
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JBeckman
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Posted: Sun, 2nd Apr 2017 22:45 Post subject: |
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Dolphin runs really well but 5.0 is fairly old now so I recommend the daily builds.
https://en.dolphin-emu.org/download/
As long as you're not using a extreme resolution or add SSAA then yeah it runs pretty well though there are moments of sound skipping and audio distortions particularly if framerate deviates from what the games native is, Twilight Princess runs at 30 which when using a resolution of ~2560x1440 it maintains 30 through most of the game although the intro sequence has some small drops for it's cutscenes.
Also emulating a Wii motion controller is clunky even in a game like this which doesn't use it fully, pretty sure you actually need a real Plus controller for the games dependent on it such as the later Skyward Sword game since it can't be dependently emulated short of using the real thing via bluetooth.
Mouse and keyboard works though as does a gamepad but the motion input might need some additional binds to hotkey certain actions such as spins and what else the game might want to use.
Twilight Princess is content identical (But mirrored.) to Twilight Princess on Gamecube though so running that version through Dolphin is also a option, even the texture packs are interchangeable though none appear to be fully finished and I'm mostly just using some UI elements if I remember correctly since most other packs deviate a bit too far from the original art style.
Wii, Gamecube and the Virtual Console (NES, SNES, N64 downloadable titles.) should all work reliably via Dolphin although I'm mostly just tinkering with Zelda Twilight Princess currently as it's a good workout for finding playable settings and testing various emulator options.
Also the DirectX 12 API hasn't been updated in a while so I recommend Vulkan, OpenGL is still the recommended though Vulkan works really well although for Nvidia both OGL and DX11 should be solid too.
For AMD it's Vulkan, might be faster for Nvidia too since it's pretty actively developed and Nvidia have also improved things on their end though the latest changes are branched off into a development driver but 379.xx should contain those whenever that branch sees a public driver release thus superseding the current 378.xx driver branch.
EDIT: Oh yeah some post-processing options such as light shafts and certain other graphical effects may not render correctly when using above native display resolution, it's minor though but worth noting, at least for the Wii version of the game.
Wii doesn't have that high-end hardware though so it's usually not too demanding but as all emulators it does place the emphasis more on the CPU, my 3930K is aging a bit but it's running at 4.1 Ghz which helps, can't match more recent models though and as a hexa core it can't clock quite like the quad core models can which well Dolphin can use two cores at least so it's something but it's probably a lot of code making even that work let alone quad or hexa so clock speed over core count.
Wiki's and other posts might have more tested settings to use as a start but the emulator has pretty OK tooltips for most of it's settings and the defaults are usually fairly good though it's based on a lot of game specific workarounds and hacks but that goes for most emulators even back far as the NES.
Made said emulators fast though even if some were pretty inaccurate but being runnable on most any PC made up for it whereas a accurate emulator like BSnes or Byuu as it's called now can bog down even modern systems trading all for accuracy.
(Which is nice but only really needed for a handful of games if even that and even so it's usually not gamebreaking.)
EDIT: As for my own settings I'm using the Vulkan API with a fullscreen resolution of 2560x1440 (Monitors native.) multi-threading is on and for enhancements a 4x internal res is used scaling the Wii's default of 640x528 (When using composite cable?) up to 2560x2112 somewhat matching the monitors native display res.
For enhancements even if it causes some dips I do use a 2x SSAA effect and 16x anisotropic filtering is also used, per-pixel lighting is also enabled and I think 24-bit color and scaled EFB are defaulted to on.
For hacks besides the defaults I unticked the fast depth calculation and for advanced settings I render in a borderless window.
(Doesn't change much but I prefer it though it can occasionally add some input latency.)
EDIT: Also there's a custom Dolphin build. - https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version but I know next to nothing about it.
Twilight Princess also had a HD re-release on WiiU which is playable via Cemu, not as demanding as a native WiiU game but it has some enhancements and it's not just display resolution and updated controls but things like improved widescreen view and tweaks to graphics from textures to shaders.
(I believe the same holds true of Wind Waker from Gamecube.)
I do not really know much about CEMU either, apparently it's coming together at a really impressive speed though it'll be some time before all games are fully playable.
(It's also closed source but this isn't strictly a issue.)
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JBeckman
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Posted: Sat, 8th Apr 2017 13:31 Post subject: |
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JBeckman
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Posted: Tue, 11th Apr 2017 12:15 Post subject: |
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WiiU via CEMU 1.7.4d and "Breath of the Wild"
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Twilight Princess HD runs a lot better at higher settings than what the Wii version via Dolphin does but BoTW requires a pretty strong GPU and CPU especially at higher display resolutions, these were done in fullscreen mode with the 4K config file so 2560x1440 -> 3840x2160 but I'm probably going to have to go down to 2560x1440 native as framerate is usually around 10 FPS, bit lower whenever the game / CEMU has to compile new shader info.
EDIT: The scissor hack can also be used to double the framerate but I think this is accomplished by skipping every other frame or some such so I wouldn't recommend it for regular use.
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Posted: Tue, 11th Apr 2017 12:43 Post subject: |
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Looks insane compared to low res nintendo crap ;0 Need to try out that newest CEMU build.
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JBeckman
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Posted: Tue, 11th Apr 2017 14:10 Post subject: |
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Yeah a bit of extra resolution already cleans it up nicely, ReShade can apparently also be used but for me that usually just causes Cemu to crash when the game is loaded which I suspect might be a driver issue, emulator uses OpenGL 4.x (4.5 if possible.) and AMD kinda sucks ass with their OpenGL drivers though it is at least functional but performance is pretty poor.
No idea if Vulkan is ever going to be considered, aside from GPU issues the main bottleneck with emulators is usually the CPU and not the GPU but it would be nice to see the API supported as a update and eventual replacement for OpenGL though it would have to be a gradual change of course.
The panorama shots I've seen over at NeoGaf made the game look even better although taking something like ~40-ish 7680x4320 shots and sticking them together is not something I'm capable of though I do like seeing the work that these more dedicated screenshot artists put in with their work or how to say. (Tweaking ReShade for every individual shot, using Cheat-Engine or other tools to override graphical functions or the camera movement and much more.)
Example of said panorama.
http://www.neogaf.com/forum/showpost.php?p=233661142&postcount=2203
Wonder if consoles will ever support ultra-wide, guessing it'll continue for 16:9 at 1920x1080 and then 4k via upscaling before it can be done natively and maybe moving on to 8k via upscaling next generation, no idea what the plans are but there's definitively plans for native 4K and also HDR from what I've gathered although implementation will vary a bit from game to game of course.
Day-0 patches are also a issue, this was the major problem getting BoTW to play nice since it downright requires a ~3 GB 1.0.0 update to even start compared to what's on the current ISO discs. (Or WiiU variant of that.) Think the current version is something like 1.1.1 but CEMU 1.7.3+ can handle patch data so with some tinkering and reading it worked pretty well.
https://www.reddit.com/r/cemu/comments/5yx2si/breath_of_the_wild_a_simple_setup_guide_for_cemu/
That handles the update procedure, seems complex initially but it's not too difficult thankfully.
https://github.com/slashiee/cemu_graphic_packs
And that's the override config files, currently they offer resolution options of 1920x1080 up to 7680x4320 separated into a few folders. (Goes down too such as 520p for lower-end systems.) Can also override other effects such as improving shadow resolution a little bit and removal of the shader AA.
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