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JBeckman
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PostPosted: Fri, 27th Jan 2017 08:48    Post subject:
EDIT: Images are dead.


Last edited by JBeckman on Sat, 8th Apr 2017 20:54; edited 5 times in total
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ixigia
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PostPosted: Tue, 7th Feb 2017 22:59    Post subject:
I'll join the RE VII train as well Razz (no spoilers, only environments), with the necessary sharpen for the taaseline as per usual.

 Spoiler:
 



And Far Cry Primal (heavily Reshaded also), but not downsampled because I couldn't afford it:

 Spoiler:
 
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JBeckman
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PostPosted: Sun, 12th Feb 2017 21:12    Post subject:
EDIT: Images are dead.


Last edited by JBeckman on Sat, 8th Apr 2017 20:56; edited 1 time in total
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ixigia
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PostPosted: Thu, 16th Feb 2017 03:00    Post subject:
It looks like she has honor after all. Very Happy
Amusing post as per usual haha <3, glad that you eventually managed to do the iconic nut-shot!


Battlefield 101 (SP), a lot of wasted prettiness

 Spoiler:
 
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JBeckman
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PostPosted: Thu, 16th Feb 2017 13:43    Post subject:
Heh well the sniper battles are as fun as ever though yeah as mentioned in the Sniper Elite v.4 thread they've kinda lost part of the realism aspect found in the first installment, visuals haven't changed much either but the environments are larger and more detailed plus there's some slight gameplay additions, not really sure as to why but the Nazi's love color coding objects that you can shimmy up and down on. Very Happy

Can't free climb though, this is not Assassin's Creed but at the same time you won't randomly curse when your "puppet" jumps off the tallest building in the game instead of climbing up that last little bit of it and subsequently plummets to his death/desync for the X:th time in a row.


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JBeckman
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PostPosted: Sat, 25th Feb 2017 22:13    Post subject:
EDIT: Images are dead.


Last edited by JBeckman on Sat, 8th Apr 2017 20:56; edited 4 times in total
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nLight




Posts: 388
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PostPosted: Fri, 10th Mar 2017 14:39    Post subject:
Playing around with Ansel @ 21:9 3.5k Resolution

 Spoiler:
 
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JBeckman
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PostPosted: Fri, 10th Mar 2017 17:23    Post subject:
EDIT: Images are dead.


Last edited by JBeckman on Sat, 8th Apr 2017 20:57; edited 1 time in total
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nLight




Posts: 388
Location: Sweden
PostPosted: Fri, 10th Mar 2017 17:55    Post subject:
JBeckman wrote:


Also liking the Ansel images above, can't quite use that so it's the standard no-HUD "hardcore" (not really.) experience here, heh.
(Free camera functionality would be nice though, EAC can be disabled though that particular exploit might end up being patched sooner rather than later.)

(Some driver that blocks the EAC driver, no camera or screenshot tools for the game currently though, just your usual cheats.)


Do you mean Ansel gets blocked by the anti-cheat?

Anything above GTX 680 should be plug and play when it comes to Ansel and Wildlands (should is the important word)
Smile

EDIT
Saw you are running AMD.


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JBeckman
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PostPosted: Fri, 10th Mar 2017 18:07    Post subject:
Ah not that's just me making a mess of the explanation. Very Happy

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. Smile

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. Very Happy
(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. Very Happy


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. Very Happy


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nLight




Posts: 388
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PostPosted: Fri, 10th Mar 2017 18:29    Post subject:
Holy shit that reply, Beckman. Way more in-depth than i deserve Very Happy

But thank you for taking the time. Now i know about the Frostbite Cam tool, hope for some support in ME Andromeda.

And the rebels, my friend is colorblind, he shoots them by mistake often. Razz
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JBeckman
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PostPosted: Fri, 10th Mar 2017 19:07    Post subject:
Yeah HattiWatt1 has made a really impressive suite of tools for those games. https://twitter.com/Hattiwatt1 / http://cinetools.xyz/games/ (And a few others.) Also looking on my images a bit I do see one flaw now that is difficult to spot during normal play.

Temporal artifacts or "ghosting" which is causing a slight blur or doubling effect on on many of the screens, downsampling can reduce this but stability ("high framerate.") is usually the main thing, it's really time for a GPU upgrade. Very Happy
(It's also time for a full system upgrade but that might have to wait a little while longer.)

As for the rebels I capped one by accident too when they drove straight into the encampment I was currently going through, thought they were reinforcements but eh, hard to tell when a high-speed car is just driving up in pitch darkness and some armed guys jump out and start yelling and shooting. Razz
(NVG's illuminate the area sure but then everyone is green, have to tell people apart by their tattoos which the Cartel guys seem so fond of.)
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nLight




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PostPosted: Fri, 10th Mar 2017 23:43    Post subject:
JBeckman wrote:
it's really time for a GPU upgrade. Very Happy
(It's also time for a full system upgrade but that might have to wait a little while longer.)


Well some interesting things happening in the GPU world, VEGA will hopefully push prices down.
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JBeckman
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PostPosted: Sun, 12th Mar 2017 15:35    Post subject:
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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PostPosted: Mon, 13th Mar 2017 02:59    Post subject:
Clearing some of the ancient Geraltian contracts left before eventually moving to them saucy DLCs. Using the STLM (latest version) + Reshade, it's still got some wonky bugs but generally I like the alterations to the lighting (sort of xD).

(Included some older screens from Bulgaria as well, all spoilers-free)
 Spoiler:
 
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JBeckman
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PostPosted: Mon, 13th Mar 2017 20:41    Post subject:
EDIT: Images are dead.


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ixigia
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PostPosted: Fri, 24th Mar 2017 19:11    Post subject:
Trine 3, many beautiful vistas...for a pretty short and clearly unfinished game. Razz Still entertaining for what it is:

 Spoiler:
 


UbiDogs #2:

 Spoiler:
 
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zmed




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PostPosted: Sat, 25th Mar 2017 13:29    Post subject:
Warframe screenshot mode. So Much Win

 Spoiler:
 
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JBeckman
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PostPosted: Sat, 25th Mar 2017 19:17    Post subject:
Heard good things about Warframe, never played it though but for a F2P game they seem to be doing it right. Smile


Mass Effect - Andromeda


 Spoiler:
 


Nothing fancy, tested increasing shader and post-process AA quality by 1 to bring it up to par with how the settings work in Battlefield (World-War)One and it seems to be doing something, easy enough to see if it's not working with aliasing and for other options if you exceed the max it reverts to the lowest quality so framerate is pretty telling for that with even the main menu seeing a FPS drop if you push the GPU above what it can handle.
(Fury GPU is capable and all but 4 GB of VRAM is being a ever increasing limitation so AMD need to get their VEGA v10 or whatever it's called out soon so I can finally compare with Pascal and decide on a upgrade, 500 series seems to be going into a slightly tuned 400 Polaris re-release so that's out already heh.)


EDIT: And yeah there are sharpening artifacts on several of the images in this resized format, turns out Flickr applies that on it's own as a non-optional "enhancement" if you don't embed the native image as-is, well it's still serviceable but I didn't know about this before so I'll have to check if it can be mitigated somewhat. Smile

I am fairly sensitive to over sharpening in general though so it might look just fine for others, I really had no idea though but then I read a bit and found out it actually does sharpen images so well it's not a huge deal but still something to keep in mind.


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DarkRohirrim




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PostPosted: Sat, 25th Mar 2017 23:04    Post subject:
zmed wrote:
Warframe screenshot mode. So Much Win

 Spoiler:
 


Was wondering if someone would bring that here, hehe! Good ones! I haven't tried it myself but everyone seems to be loving Captura mode. I probably won't either, too little time and taking screenshots of a game running at low settings and non-native resolution isn't that exciting. I do miss my gaming photographer self though, haha!

Oh... and Ne Zha looks like an absolute natural at this!
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JBeckman
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PostPosted: Wed, 29th Mar 2017 23:08    Post subject:
We Happy Few


 Spoiler:
 


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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PostPosted: Sun, 2nd Apr 2017 15:02    Post subject:
Lost Planet 3


 Spoiler:
 


More backlog clearing, older game and apparently the devs went under in 2015, going by their list of games (Via Wikipedia.) they were responsible for the "hits" known as Turning Point: Fall of Liberty and Legendary: The Box though this and Yaiba: Ninja Gayden Z they were improving but apparently not enough to keep themselves in business.
(Capcom as the publisher?)


Anyways yeah, quirky space pirate theme and actual difficulty with focus on survival to some redneck space comedy.

Eh maybe it'll improve later on, doubtful but might work as a average UE3 shooter.

The voice acting sounds like it was done in-house. Nice work with the UE3 engine though even if it's not a full retool ala Rocksteady and their Batman: Fuck the PC port trio of games and it's little Origins spin-off. Razz
Well that's more of a publisher decision, WB can be a bit of a dick it seems but then again, publishers.


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Breezer_




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PostPosted: Sun, 2nd Apr 2017 16:19    Post subject:
That main character looks like neanderthal version of Nicolas Cage Laughing
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JBeckman
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PostPosted: Sun, 2nd Apr 2017 19:43    Post subject:
Yeah there is a certain resemblance, wasn't quite sure if it was that or the guy from the "smashing" meme though after being force shaved. Razz

Twilight Princess via Dolphin.


Finished the original Nintendo and Super Nintendo Zelda games (On the original consoles at that without save states, ha ha.) but there's still a bit of a gap of Zelda games but I jumped ahead a bit, that said there's little to no relation between any of these games besides the two characters of Link and Zelda, even Ganon isn't always set. Very Happy
(Well technically "Zelda" switches personality in every single game. )

Twilight Princess is trying for something a bit darker in terms of story, N64 version might have been even more dark though (Major Mask especially.) but the visuals are a bit more realistic here so I guess that's why Ocarina of Time has a E rating and this has a M rating or what it was?
(Could have been T, funny how OaT is E rated though with some of the stuff it has and with Nintendo and their strict policies on this and that being behind the game directly. Razz )


EDIT: Wii might not have been quite the best choice in going for a more realistic visual style though even if characters and such are a bit cartoon like or how to say, interesting how well Wind Waker has held up thanks to it's art style in that regard.
(The new Breath of Wild images from Cemu also look real nice, remove the aliasing and up the resolution and you get quite a difference from that alone.)


EDIT: Major Mask - Majora's Mask, a couple of letters fell off somewhere.
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DarkRohirrim




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PostPosted: Sun, 2nd Apr 2017 21:25    Post subject:
Does it run well on Dolphin?


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JBeckman
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PostPosted: Sun, 2nd Apr 2017 22:45    Post subject:
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. Smile


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. Smile


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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PostPosted: Sat, 8th Apr 2017 13:31    Post subject:
Nier: Automata
(Possible spoilers from A route ending and B route beginning.)


 Spoiler:
 


With this Cheat-Engine table to toggle the HUD, also allows for camera manipulating but I mostly just use the UI toggle, also removes some post-process things like the black bar "cinematic" effect and noise shader in the orbital bunker. Smile
http://www.neogaf.com/forum/showpost.php?p=233228285&postcount=2040
https://drive.google.com/file/d/0Bz1PTpaR0llTOURRSHh4RnJOQnc/view


EDIT: Oh and nothing against the battle skirt 2B is using but it has this weird tendency to bug out making it look like you're playing as a slightly overly happy / excited cross-dresser. Razz

Well it worked for Cammy in Street Fighter I suppose, until it didn't. Razz


(Well at least it wasn't Mortal Kombat. )

Speaking of that Capcom kinda toned things down over the years.
http://snarkycat.com/Enigma/evidence/SF2V5.jpg
(Actually not the Chun-Li shower scene.)
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JBeckman
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PostPosted: Tue, 11th Apr 2017 12:15    Post subject:
WiiU via CEMU 1.7.4d and "Breath of the Wild"

 Spoiler:
 


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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Breezer_




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PostPosted: Tue, 11th Apr 2017 12:43    Post subject:
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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PostPosted: Tue, 11th Apr 2017 14:10    Post subject:
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. Smile

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. Smile

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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