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#226 |
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I never use AF with Crysis, I think it looks fine w/o it. I worked with the shadows a lot on my config, you can try changing the cmd "r_shadowjittering" higher values will blurr shadows, lower values will have sharper effects but with rougher edges.
Here some pics of the shadows in my current version. ![]() ![]() I've started working with Warhead today, that damn hurricane left me w/o internet and power for nearly to weeks Here some pics of the new logo art for the autoexec lol.![]()
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Q6700, 8800gtx sli, 2x150 WD-Raptors [img disabled]http://i343.photobucket.com/albums/o477/cel08093/ExtremeQuality.jpg[/IMG] Extreme Quality http://genvision.net/filebase.php?d=...&what=c&page=1 Last edited by Jrob; Oct 7, 2008 at 03:22 AM. |
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#227 |
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The built in AF of Crysis works sometimes, and most times it doesn't.
Having a proper minium 8x really does go a long ways. It doesn't just clear up the ground textures, but it stops all the little vegetation from popping up out of nowhere. The first time I played Crysis that aggrivated me, and always had. Though I'm not sure why the comment about not using AF? It's irrelevant, or at least it seems, as I stated, the shadows are not affected by normal AF. I do use jittering (BTW 0.1 or 10000 results in the same quality, it's either ON or OFF) as well as shadow blur. It's not the edges that are the problem, it's the whole shadow. As per the link I gave with those pictures, you can see that up close, half of the shadow is rendered fully, and the other half has a texturing film over it. I'm going to try and run without a config and see if it still does it. EDIT: No, same problem. The only thing that resolves it, is increasing the shadow texture size; a minimum of 2048 is needed to make it in the comfortable zone, so I don't see the shadow filtering bit; but that's pretty killer on the performance and even then, it's not static, it's dynamic, so depending on your angle and dinstance from the shadow, it increased or decreases. I've added a screen here to better detail the problem. The lines indicate where you can see the filtering line begin an end, the arrows point out the detail on each side. RED=BAD ; BLUE=GOOD.
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Awsome game I wish i could get it but parent are fags and they dont't let me get M games. Maybe if: You didn't call your parents fags You didn't call yourself "hacker" on the internet You learned to spell "awesome" and "assassin" they might think you are mature enough to get the game. -Davidelmo Last edited by newconroer; Oct 7, 2008 at 05:58 PM. |
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#228 | |
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I see what you mean man, FYI though the cmd "r_shadowjittering does change the quality a lot. I don't have the problem of those pics in that link nor in your pic. I suggest double your check your config, are you using any custom e_gsm cmds? Here's some pics of what r_shadowjittering does. r_shadowjittering=0 ![]() r_shadowjittering=1.5 ![]() r_shadowjittering=2.5
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#229 |
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I sorted it by adding e_gsm_range= X
However before that, I had also used e_gsm_lods_num= x and I couldn't figure out why my performance was going down so badly. Leaving that for the game to decide was they key. So I have full AF on, and still getting better FPS than with POM on; shadows fixed, and I think I've preserved all my long range details. Thanks for mentiong the gsm! BTW: Shadow Jitter as previously mentioned is on or off for me, and I've seen this reported elsewhere;(might be an XP vs Vista thing) and shadow blur seems to do nothing. My only dislike of jittering, is that it dithers the edges of shadows, especially at a distance, making them look really low res and fuzzy; however maybe shadow blur only works with jittering off? Does Warhead require POM off for AF to work?
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Awsome game I wish i could get it but parent are fags and they dont't let me get M games. Maybe if: You didn't call your parents fags You didn't call yourself "hacker" on the internet You learned to spell "awesome" and "assassin" they might think you are mature enough to get the game. -Davidelmo |
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#230 |
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^ I think so man haven't tested that yet, im sure its the same as Crysis.
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Q6700, 8800gtx sli, 2x150 WD-Raptors [img disabled]http://i343.photobucket.com/albums/o477/cel08093/ExtremeQuality.jpg[/IMG] Extreme Quality http://genvision.net/filebase.php?d=...&what=c&page=1 Last edited by Jrob; Oct 14, 2008 at 05:43 PM. |
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#231 |
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I've been working on TOD (modification) for Crysis since last week, here are some pics of the first lvl Island.
This TOD will have realistic fog in the mornings and improved night lighting, and day times, and water effects will also change. Vanilla VH Default TOD: ![]() First light, TOD & config: Changed fog settings for sunrise and lighting in these pics. ![]() ![]() ![]() night shot: ![]() I've have started on other levels and should be done in a month or so, depending on how busy i get with my job
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Q6700, 8800gtx sli, 2x150 WD-Raptors [img disabled]http://i343.photobucket.com/albums/o477/cel08093/ExtremeQuality.jpg[/IMG] Extreme Quality http://genvision.net/filebase.php?d=...&what=c&page=1 Last edited by Jrob; Oct 14, 2008 at 07:26 PM. |
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#232 |
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Looks good man. Is there a performance hit with the added fog?
I Like your work I've been using your configs for the last few days. |
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#233 |
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^performance will be the same, so no the fog doesn't hinder in anyway, I just tested this and had 35fps in the above pics.
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