Screenshot Thread
- jas01
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- brazzjazz
The game is another example of potentially amazing graphics not only for its time but until today, it's a bit Crysis 3 - but then it has been let down by numerous decisions that cheapened the graphics in detail, possibly because 2007 was much too early for most rigs for these graphics (when an amazing E3 trailer was presented), but in 2011 consoles still reportedly struggled (understandably). Still, the technical delivery of the PC (port? version?) was buggy, and there are still problems with texture streaming. A mere turning of 180° regularly results in texture popping, even with the recommended INI adjustments. I tried my best to hide the numerous weaknesses in detail. Contrast ("Curves") had to be adjusted in both directions, depending on the scene.
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- Teh_pwnisher
Martigen wrote: Amazing shots!
Can I request that when people share screenshots, to also provide a link to their preset? Invariably others will want to use the same preset for the game they're playing, and it's a nice way of contributing to the community.
Yeah, I never understood why people just posts screenshots and nothing else. It's like, so? Without a preset it is just a picture of some dudes video game.
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- Mobeeuz
Because it's not a preset, they are adjustments per screenshot - "Contrast ("Curves") had to be adjusted in both directions, depending on the scene." It's meant as a example of how the game can look. You'll find pretty much every set of screenshots in this forum uses the same methodology.Teh_pwnisher wrote: Yeah, I never understood why people just posts screenshots and nothing else. It's like, so? Without a preset it is just a picture of some dudes video game.
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- JBeckman
ReShade wouldn't really know what the frame has either so some dynamic settings that can scale things up or down is probably impossible and then quick movements and such and the sliders would be all over the place anyway. Impressive screenshots but yeah I'd imagine a lot of the setups used would be specific to the screenshot itself and it's conditions or what the game is displaying and much more.
Would be more something like ENB and less of a generic solution for having that type of integration and support and even then there would be limitations to what could be done.
Oh and nice to see RAGE 1 still holding up fairly well with some tweaks too!
(As long as you don't get too close to some of the prop textures from what I remember though for the time it was a nice technical feat even with those drawbacks.)
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- Duran.te
JBeckman wrote: I would imagine color balancing to be very scene specific as a result if you want optimal values for when doing screenshots instead of something more general for regular gameplay that works but might not be 100% depending on if this part of the game is more red, green or blue
It could be solved with a shader that calculates the average color tone and subtract it from the image. This way generic corrections could be made regardless of the scene. It won't be as precise as tweaking a configuration for each scene, but it would still be a thing.
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- Uncle Crassius
Duran.te wrote:
JBeckman wrote: I would imagine color balancing to be very scene specific as a result if you want optimal values for when doing screenshots instead of something more general for regular gameplay that works but might not be 100% depending on if this part of the game is more red, green or blue
It could be solved with a shader that calculates the average color tone and subtract it from the image. This way generic corrections could be made regardless of the scene. It won't be as precise as tweaking a configuration for each scene, but it would still be a thing.
Like Daodan's Remove Tint Shader? gist.github.com/Daodan317081/e37ed064afc33e4a9d807b806d87f0fa
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- kaicooper
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- kaicooper
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- BeTa
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- Ryuken
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- kaicooper
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- kaicooper
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- Matt Gore
misie.ga/sharp (ad-free website)
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- yahowha
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- kaicooper
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- Daodan
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- yahowha
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- Daodan
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- Dom324
Shaders used:
Deblur (only small difference in visuals, but I decided to include it in screenshots)
SmartSharp (sharpness something like 0.6, no depth map, Depth Cues on)
Clarity (intensity 0.5, rest on default)
SMAA (color detection, I set the thresshold really high, like 0.3 - it does not blur the image as much and gets rid of most anti aliasing)
MXAO (GTAO on, don´t remember which blend mode, constantly changing that)
Lightroom
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
cdn.knightlab.com/libs/juxtapose/latest/...e9-b9b8-0edaf8f81e27
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