Batman: Arkham Knight
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JackQ
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PostPosted: Fri, 6th Jul 2018 19:50    Post subject:
Thanks

I kinda realized that when reading some old posts here, but just wanted to know for sure.

I guess it's still ok because 60 fps is decent for this kind of games.. still better then on consoles which is locked to 30 fps, and I can get 1440p or even 4k and lock this game on 30 fps... trying to play on 60 on these res the game will drop around 40 fps.


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StEFaN7




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PostPosted: Fri, 6th Jul 2018 19:57    Post subject:
60 fps decent? wtf is wrong with you, this is not quake


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VGAdeadcafe




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PostPosted: Fri, 6th Jul 2018 21:17    Post subject:
Their fuckery with the constant weather effects not only gets tiring visual-wise but also suplexes the FPS way down. They should have a way to disable rain.
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raven_g20




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PostPosted: Fri, 6th Jul 2018 21:37    Post subject:
Just installed the Fitgirl repack...one problem though: how did you solve the savegame issues? I am running Win10 and I tried the "solution" by changing the cpy.ini file savepath location but didn't work...I still have to play from beggining yet again...


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VGAdeadcafe




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PostPosted: Fri, 6th Jul 2018 23:14    Post subject:
Is it a permissions thing? Run as admin or something.
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raven_g20




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PostPosted: Fri, 6th Jul 2018 23:33    Post subject:
VGAdeadcafe wrote:
Is it a permissions thing? Run as admin or something.


Yea that doesn't work...tried that as well...ffs I just played like 30 min just in case I needed to move further in order to save properly...all wasted...


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VGAdeadcafe




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PostPosted: Sat, 7th Jul 2018 00:11    Post subject:
What are the contents of your cpy.ini?
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raven_g20




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PostPosted: Sat, 7th Jul 2018 09:28    Post subject:
VGAdeadcafe wrote:
What are the contents of your cpy.ini?


Here you go:

Code:

[Settings]
Language=english
AppID=208650
PlayerName=Player
SavePath=E:\
SteamID=292733975847239680




/EDIT: It seems the solution of using a usb stick works. But when I use another drive it doesn't. Wonder why...any case it's stupid and unplayable. Any other suggestions?

/EDIT 2: It seems the solution, at least for me, was to enable indexing on the savegame folder. That fixed it. I thought I share in case anyone else has the same problem.


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Last edited by raven_g20 on Sat, 7th Jul 2018 18:35; edited 1 time in total
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blackeyedboy




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PostPosted: Sat, 7th Jul 2018 11:27    Post subject:
VGAdeadcafe wrote:
Their fuckery with the constant weather effects not only gets tiring visual-wise but also suplexes the FPS way down. They should have a way to disable rain.


Found a mod that I used a while ago:

http://www.mediafire.com/file/kc4yb097gvwaz1y/DisableRain.rar

(taken from this thread: https://steamcommunity.com/app/208650/discussions/0/594821545180459622/?ctp=2)


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StEFaN7




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PostPosted: Sat, 7th Jul 2018 12:01    Post subject:
thats just really stupid, but to each his own


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JBeckman
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PostPosted: Tue, 15th Jan 2019 14:09    Post subject:
Quote:

Alright, another one for the WB Montreal rumor mill BUT TAKE WITH A HUGE GRAIN OF SALT.

Artist Eddie Mendoza (who works for Apple) recently posted a series of 3 keyframe images that he specified were "just for fun" which depicted Batman engaged in combat against Talons. This would not normally be newsworthy, though the man is very talented, except that a few days ago he suddenly took the images down without any explanation. Just gone entirely from his ArtStation account (where he first posted them) without any evidence they ever existed. Since they weren't breaking any rules or terms of service that I can see and I don't see him getting a cease and desist from Warner Bros. over a bunch of drawings that he specifically said WEREN'T official, this is a bit weird. Even more curious, he also apparently works as a freelancer and one of his clients is Warner Bros.


https://www.resetera.com/threads/rumour-wb-games-montreal-batman-game-concept-art-leaked.93574/







Blind doesn't mean dead! Razz

Anyways yeah Court of Owls I think was rumored at way earlier but it's looking a bit more likely now.

And this has little else to do about Arkham Knight but it's looking like they are doing more with the franchise. (NO SHIT!)
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consolitis
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PostPosted: Tue, 15th Jan 2019 17:10    Post subject:
Even if true, if it's WB Montreal who knows if it will ever see the light of the day?

They had Suicide Squad, Damian Wayne and Superman games in development before they were all canceled.


TWIN PEAKS is "something of a miracle."
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"a phenomenon."
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consolitis
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PostPosted: Tue, 15th Jan 2019 17:41    Post subject:
Nothing to see here, move along: https://www.artstation.com/artwork/w8ra2w

Quote:
UPDATE:
this is fanart! i am not affiliated with WB or WB Montreal! i only took it down to tweak the lighting a bit.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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LeoNatan
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PostPosted: Wed, 16th Jan 2019 01:49    Post subject:
I finally started playing this over the weekend, and I have to admit it's a fun game. Not as tight as City (I haven't played that in 8 years, but from what I remember). The graphics hold up very well, and it runs smooth and with few bugs on this try. It's a shame if they don't revisit this world again.
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LeoNatan
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PostPosted: Wed, 16th Jan 2019 01:55    Post subject:
Thinking about the performance issues this game has had, and historically, others, such as AC Unity, it seems like the jump from old rendering pipeline to PBR was very difficult at the time (2014-2015). Now, it looks great and runs great, but now we have much stronger cards, while at the time, cards were not yet ready for a PBR pipeline, which is much more shader heavy. Coupled with WIP engines and unpolished and unoptimized code, that period suffered some greatly buggy games.
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JBeckman
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PostPosted: Wed, 16th Jan 2019 03:17    Post subject:
The game is close to but not using PBR though for what Rocksteady did with the old Unreal Engine 3 (And a somewhat older build of it.) from Asylum to this is pretty stunning though the PC ports have been fairly problematic overall and WB only really acted on Knight likely due to the overwhelming negative reception together with the refund feature Steam introduced shortly before it launched.

For the game the first version used a streaming system but a woefully under-utilized cache so that caused a ton of stutter but the hardware wasn't really up to 6 - 8 GB of VRAM with 8 to 16 GB system RAM just yet so brute forcing it only really worked on the very highest-end hardware back then.
(EDIT: First version had standard UE3 texture streaming and cache size for textures for a game with far more data than the usual UE3 project.)

The re-release changed it around to be more like a grid size or how to describe it, hit this point and data gets loaded and old data is unloaded. Downside? Well the RAM and VRAM usage is lessened but the stuttering would increase though DDR4 and SSD's would alleviate much of it particularly during the Batmobile moments (Which are frequently used for almost everything.) and the engine isn't really threaded or multi-core which could have used a bit more for handling asset loading or I/O and other tasks like texture loading from how I recall.


Console versions had their dips too for how much Rocksteady was pushing the engine and tech just around the turnpoint when PBR became a more mainstay in how the workflow and content creation changed though the underlying aging engine probably was a bigger obstacle. It was outsourced so I don't have the best of faith in them being too great but it would be interesting with a more in-depth comparison against Arkham Asylum and Arkham City UE3 versus the UE4 remakes though these might be having all kinds of other issues in turn so it's not like slapping a newer engine on is going to fix stuff if the team doesn't have the familiarity with it or the time and resources to get the most out of it. Smile

Hmm I suppose the increase in shader usage has it's thing too, not as heavily as you might think but that has also slowly changed but compute and async is still in the minority with major exceptions coming from Assasin's Creed Origins and Assassin's Creed Odyssey and these are also heavily CPU and threading limited.


Good to see the artwork situation cleared up too, rumors continuing then but yeah Superman is looking like a more likely title to follow after Batman now I suppose.
(Man of steel, when the plot isn't dictating otherwise that is. Which is usually the case because otherwise he could just Super-PowerNameHere anything away instantly.)



EDIT: I do have a lot of time so I tend to read up and try to get more in-depth info and data if at all available or possible, from that however and early analyzes to actually understanding the specific systems, game engine limits and other aspects including the OS and drivers, hardware and even third party software well I thought I knew a lot but there's a ton more to learn and I am still much more of a amateur really.

At least yeah with time just having far better hardware can occasionally just brute force problematic areas unless the code base is just that terrible and just almost broken, it's not that bad here it's just very resource intensive and demanding and requiring some pretty strong hardware.
(It's not quite Crysis 1 either core limits or not though I wonder how much difference another four - five months could have made for development time.)
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LeoNatan
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PostPosted: Wed, 16th Jan 2019 11:55    Post subject:
What about Knight's rendering isn't PBR?

Considering CryEngine is still very single-threaded for the most part, I'd say those few months for Crysis 1 would not have helped much. BTW, I recently installed Crysis 1 and 3, and neither have aged really well. Being accustomed to a PBR world, having those flat and incorrect materials is a big chore on the eye.
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JBeckman
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PostPosted: Wed, 16th Jan 2019 16:31    Post subject:
I'm trying to find more concrete details but it's more like a approximation or variation and a simpler system without the full layers and materials and shaders though they do a really good job making it look proper and the detailing in the texture work and with the shaders for lighting and such it's not bad.
(The workflow and material layers along with modern shader and lighting techniques and all helps but if the assets aren't well made you just uncanny valley the shit out of it. Razz )

A lot of titles do take shortcuts and fake PBR though, Fallout 4 from memory skips the metalness and roughness material and uses the blue channel of the normal map as a sort of gloss factor instead for a example that is more documented. Smile
(Which along with the later implementing during development is probably one reason some things look more accurate and well a lot of other stuff look like your usual plastic sheen from before.)

Skin is another one that is cheated on frequently, Rise of the Tomb Raider only utilizes the full range of effects in cutscenes and similar to other games things like sub-surface scattering and realistic simulation of the waxy nature of how skin looks is not often utilized, I believe Witcher 3 is another one but it gets re-activated via modding and altering the scripts and assets so it's always on.
(For Tomb Raider I think Shadow of the Tomb Raider also keeps it enabled constantly but I am not 100% sure on that.)


One area where Crystal Dynamics surpassed the studio Eidos used for Shadows of the Tomb Raider.

http://barbarella.deadendthrills.com/imagestore/DET3/riseofthetombraider/large/daughteroftherevolutionalt.png

(Regular screenshots work as well but the higher resolution via DeadEndThrills allows for finer detail of things like the eyes.)

Arkham Knight keeps up well though thanks to talented artists and the attention to and care for detailing.

http://abload.de/img/akesqn6.png

From:
https://www.neogaf.com/threads/in-praise-of-physical-based-rendering-pbr.1143530/

Which uses Arkham Knight as a example but notes it's not the standard way of using physically based rendering though I am still trying to find more info on how exactly it's implemented.


EDIT: Ah that's true ABLoad is still blocking NFOHump for some reason or another.



EDIT: And then the current major pitfall in gaming. Getting hair to look correct.
https://blog.selfshadow.com/publications/s2016-shading-course/karis/s2016_pbs_epic_hair.pdf

We're seeing some nice improvements here though, far better than the alpha mapped transparent planes layered around and stiff 3D models and rough texture work though we're also seeing compromises such as dithering and flickering and well physics is going to be a bitch to get right even with middleware. Razz


But that's a bit beyond the scope here and will be improved as hardware and software both continue to see further development. Current console gen already had a few titles that stood out even if it's mostly used on the major characters only.
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JBeckman
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PostPosted: Wed, 16th Jan 2019 16:41    Post subject:
As to Cry-Engine yeah I think Ryse was the shift to proper physically based rendering for that engine and workflow with version 3.6 I think it was? (Crysis 3 being on 3.5) certainly made a major shift in visual quality from Crysis 3 and the aforementioned very plastic look to many assets or overly glossy materials for simulating metallic surfaces and such. Smile

And in general I believe one of the very first games to utilize a PBR style workflow and asset creation pipeline goes to and it's a bit of a surprise but Call of Duty: Black Ops 1
(Confirmed from one of the Treyarch developers but it doesn't have the advanced lighting and shadows and other shaders helping out.)

EDIT: Yep but it was taken even further in the sequel.
https://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_slides_v2.pdf

And there's a difference with the shading or physically based shading and the full pipeline and using entirely physically based rendering. Smile

But it was around the time of 2013 - 2014 this was starting up properly, games such as Assasin's Creed Unity also laying in global illumination to great effect even if it's not entirely real-time but pre-baked though even against Odyssey and Origins this is a higher quality effect though it has it's drawbacks.
(No full time of day cycle for one and instead four separate time of day settings they used for day and night missions.)



EDIT: But for use in video games even if you take some shortcuts or optimizations well it would likely still fulfill most of the criteria for how this effect is done and without completely holding up the GPU and compute times and overall performance and the resulting framerate which is also important both on lower-end systems and also consoles though this is less about the asset and content creation and more on the shader system bringing everything together and getting things to look as intended by the artists working on the game and without destroying performance too at least ideally hah.
(Some games even on console do end up fluctuating heavily from the targeted performance of usually 30 FPS.)

For the users or well the players the results are still a more visually correct looking 3D world and environment and higher graphical fidelity even if there's a ton of things underneath to ensure playable performance even if some shortcuts have to be taken impacting quality somewhat. Smile
(Also need to keep system memory and video memory under check and CPU and it's workflow handling the balancing act know as multi-core and threading.)
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JBeckman
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PostPosted: Wed, 16th Jan 2019 16:54    Post subject:
As for what's next well that's ray tracing though it's a long way from full implementation and probably even partial implementation such as RTX via DXR and Vulkan extensions will take time before they see broader utilization and moving away from rasterization into a more correct 3D environment and accompanying workflow for that. Smile
Though I guess the current marketing buzz-words are HDR and 4K now, it's important too or at least HDR is but also only pieces of a larger whole and well it's going to be a long time until it's all in place and ready for use in real-time rendering such as video games. Smile

EDIT: Well next as the big upcoming change I suppose, there will probably be refinements and improvements to things like PBR and further tweaks and changes especially now with the Playstation and XBox being rumored to getting close to announcing the new generation of hardware here.

But that's not getting ray-tracing, it's still years away from being implemented even in partial form heh.
(Too demanding after all.)

EDIT: Though artists and engineers and the industry is certainly attempting it but just like 3D and VR before it could fizzle out yet again before it's possible to do it properly.
(At least for use in real-time graphics.)
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LeoNatan
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PostPosted: Wed, 16th Jan 2019 17:14    Post subject:
Arkham Knight also has subsurface scattering:



Laughing
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LeoNatan
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PostPosted: Thu, 28th Nov 2019 18:26    Post subject:


9:19 Laughing Laughing Laughing Laughing
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FDM80




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PostPosted: Thu, 28th Nov 2019 19:12    Post subject:
Laughing
9:39 is when I lost it.
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ixigia
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PostPosted: Thu, 28th Nov 2019 23:31    Post subject:
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difm




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PostPosted: Fri, 29th Nov 2019 08:14    Post subject:
To be fair, I'm very impressed how good the ragdolls and motion physics are.


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JackQ
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PostPosted: Fri, 29th Nov 2019 08:16    Post subject:
BatGay....


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garus
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PostPosted: Fri, 29th Nov 2019 13:48    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:24; edited 1 time in total
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consolitis
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PostPosted: Fri, 29th Nov 2019 16:30    Post subject:
garus wrote:
JackQ wrote:
BatGay....

Gayman Mad


Gaybat Razz


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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LeoNatan
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PostPosted: Fri, 29th Nov 2019 17:20    Post subject:
Did you just assume his nonfluid sexual preference? Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes
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PredOborG




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PostPosted: Fri, 29th Nov 2019 19:05    Post subject:
Dat BatAss tho Me Gusta Much better than the flat cat.
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