@Ryuken
Yeah..It was a silly from me to say that,haha.Now I realized.
So..do you have in mind to share your timecyc and enb in future?
GTA V
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- *master*
- Posts: 248
- Joined: 18 Mar 2014, 14:42
Re: GTA V
I agree, but it's a test in rain and cloudy weatherShakeZone wrote:@Ryuken
Nice new pics but still ..more realistic the old ones..These new ones feels a little bit greysh..like the graphics in IV...and it will not be realistic when the weather will be sunny or extrasunny..but this it's just my opinnion
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- *sensei*
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- Location: Russia, Vladimir
Re: GTA V
CruNcher
What effects do you mean? Ive experimented only with direct lighting shadows at night: moon direct lighting shadows off = +10-15(!)fps with no real iamge quality difference(im using max quality shadows). Instead, ive turned on volumetric light effects from light sources(like the ones seen in foggy weather at night) - costs almost the same amount of fps(depending on the light sources amount, light fade distance can be edited via timecyc, so that fps hit is not that heavy). Light rays at night + direct light(moon) shadows = pathetic fps at nighttime.
Also, if someone wants to test parameters, the easiest way to do it is to copy the same weather file contents over other weathers files, edit them and switch via trainer, so that you will instantly see differences and fps hit.
Also, cant undertsand how the hell ambient lighting up and down works. At first i thought that ambient up = buildings colour in the shadows, down - shadows themselves and the ground(as in GTA 4). But they seem to mix up together, and its not possible to simulate sun and sky indirect lighting proprely. Ive decided to make ambient light a bit yellowish, to "simulate" sunlighting bounce. Making it bluish(as in RL) makes everything too pale and breaks sunny weather atmosphere. Perhaps enb could fix this with its skylighting feature.
What effects do you mean? Ive experimented only with direct lighting shadows at night: moon direct lighting shadows off = +10-15(!)fps with no real iamge quality difference(im using max quality shadows). Instead, ive turned on volumetric light effects from light sources(like the ones seen in foggy weather at night) - costs almost the same amount of fps(depending on the light sources amount, light fade distance can be edited via timecyc, so that fps hit is not that heavy). Light rays at night + direct light(moon) shadows = pathetic fps at nighttime.
Also, if someone wants to test parameters, the easiest way to do it is to copy the same weather file contents over other weathers files, edit them and switch via trainer, so that you will instantly see differences and fps hit.
Also, cant undertsand how the hell ambient lighting up and down works. At first i thought that ambient up = buildings colour in the shadows, down - shadows themselves and the ground(as in GTA 4). But they seem to mix up together, and its not possible to simulate sun and sky indirect lighting proprely. Ive decided to make ambient light a bit yellowish, to "simulate" sunlighting bounce. Making it bluish(as in RL) makes everything too pale and breaks sunny weather atmosphere. Perhaps enb could fix this with its skylighting feature.
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- *blah-blah-blah maniac*
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Re: GTA V
Ryuken wrote:New Test
Looks very similar to Watch Dogs Lighting Model results
@dpeasant
Mostly Volumetric Effects i don't think it's good to kill them off as i see in most screenshots here they create some very stunning effects onscreen in many scenes some might like them others not true
Some people even seem to have the perception that those make the Environment bigger for them (i find this a little strange) might be though that they find it less artificial that way (to clean not always good in perception).
Especialy this one could be right compared with Scenes in Watch_Dogs (Chicago)
this as well
Lot of Architectural similarities as well
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85% of graphics research is about who can finally make Sponza look good.
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Perfection is the greatest enemy of photorealism.
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- *blah-blah-blah maniac*
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Re: GTA V
here's first set from me. More to come.
Last edited by charlievoviii on 18 Jun 2015, 15:58, edited 2 times in total.
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- *blah-blah-blah maniac*
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Re: GTA V
That lighting looks pretty flat like Playmobil World, what did you do to the Shading ?charlievoviii wrote:here's first set from me. More to come.
_________________
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard