[UPDATE] Cinema Mod V1.2 for ME Trilogy
#176
Posté 30 mars 2012 - 02:59
On the AO topic, I can't make out any difference with it turned on what so ever (besides the fps hit). Places that would typically show AO are already shadowed in game, so it is redundant. The benches outside purgatory that are in the sunlight (artificial light, whatever) are a perfect example for this. AO would have made shadows for them underneath them, but they are already present without AO.
#177
Posté 30 mars 2012 - 04:14
#178
Posté 30 mars 2012 - 04:19
DCopeland wrote...
Just testing the color saturation mod, and while looking fantastic, the AA & the ENB are both binded to Pause/break.
Ah right - Pause/Break is bound to toggle FXAA PPI. The color effects in that mod are from the FXAA injector, so if you want to disable AA you need to use the included FXAA tool to disable AA. The only way I could get things to look nice was to use a combination of both. That's why it looks like ENB is disabled when you press the pause/break key.
awpdevil wrote...
Just wanted to drop by and mention to clam, that I like the new color version. Nothing to overboard, but I feel its just right.
On the AO topic, I can't make out any difference with it turned on what so ever (besides the fps hit). Places that would typically show AO are already shadowed in game, so it is redundant. The benches outside purgatory that are in the sunlight (artificial light, whatever) are a perfect example for this. AO would have made shadows for them underneath them, but they are already present without AO.
There should be a difference when you use Nvidia inspector - maybe AO only works on some GPUs or driver versions? But I agree - a lot of the lighting on static objects is pre-baked, so the driver AO is only really for shading on characters.
Modifié par MrChowderClam, 30 mars 2012 - 04:27 .
#179
Posté 30 mars 2012 - 04:29
#180
Posté 30 mars 2012 - 04:36
DCopeland wrote...
Thanks for the clarification.
np - it's my bad - the readme could be clearer
Modifié par MrChowderClam, 30 mars 2012 - 04:36 .
#181
Posté 30 mars 2012 - 04:41
#182
Posté 30 mars 2012 - 05:12
#183
Posté 30 mars 2012 - 06:02
#184
Posté 30 mars 2012 - 06:35
I went into the inspector, found the me3 profile, set the flag for mass effect, and went down and allowed use, and set it for quality.
Modifié par awpdevil, 30 mars 2012 - 06:46 .
#185
Posté 30 mars 2012 - 06:50
Only the older versions work with it. To use the newer TES and GTA IV versions (which the 0.107 ME3 ENB is based on) I would have to write my own HDR shaders in HLSL. And since I know very little HLSL....
#186
Posté 30 mars 2012 - 09:13
Without mod: http://img42.imagesh...01203300449.png
With mod: http://img267.images...01203300449.png
Modifié par GravityEyelids, 30 mars 2012 - 09:35 .
#187
Posté 30 mars 2012 - 09:20
#188
Posté 30 mars 2012 - 11:01
#189
Posté 30 mars 2012 - 11:38
MadRabbit999 wrote...
Not sure if this has been mentioned, but someone has confirmed that altering any files even SP will get your origin account banned... will this also cause banning?
Yes, modifying the bin file can get you banned, but there isn't any need to modify that file to get this to work. Its just a dx9 hook that alters post processing effects. In other words.. its not going to make you any better/worse at the game.
#190
Posté 30 mars 2012 - 01:12
Two slightly more intelligent questions (I'm using the gameplay version of the mod):
1
Does the mod have any effect when toggled off in game? the reason I'm asking is because I'm suddenly noticing very 'ridged' shadows on curved surfaces (like bald heads). Maybe it's just because the increased contrast makes them stand out more, but even with the mod toggled off they seem much more noticeable then I remember.
2
The mod seems to use a form of AA that's a lot like AMD's morphological filtering. Normally I use force Supersample AA because I don't care for the graininess caused by this filter, but coupled with film grain that doesn't matter so much. Forcing Supersample AA through the control centre works fine without the mod, but with the mod AMD's override seems to be overridden by the mod's AA injector. What I want to know is if the mod simply overlays a morphological filter on top of the forced Supersample AA, or does it switch to a form of Adaptive Multisample AA?
#191
Posté 30 mars 2012 - 03:41
@awpdevil & madrabbit9999 - Yeah I forgot to mention this. ENB should be fine in multiplayer, however, I believe it was confirmed in another thread that getting caught on MP with a modified Coalesced.bin will result in a ban. So just remember to back up your original, and only use the modded version when taking screenshots in SP.
@awpdevil - I'll try to get some comparison shots with AO enabled/disabled (maybe neilthecellist can provide some too?). Unless my eyes are fooling me, I swear there is a visual difference....
#192
Posté 30 mars 2012 - 03:45
#193
Posté 30 mars 2012 - 04:49
#194
Posté 30 mars 2012 - 05:04
#195
Posté 30 mars 2012 - 06:54
#196
Posté 30 mars 2012 - 09:24
I have to say the grain efffect looks very much the same as in ME2, once you tone it down a bit. If only there was a way to make it 'move' as it did in ME2. Right now the 'static' is ... well...static, and that shows sometimes.
Any chance of that happening?
#197
Posté 30 mars 2012 - 09:29
#198
Posté 31 mars 2012 - 01:08
That game could really use a graphical bump. I played 2 and 3, but I can't play 1 because for some reason, it just feels too cheap compared to the slickness of 2 and 3.
Modifié par tusing, 31 mars 2012 - 01:08 .
#199
Posté 31 mars 2012 - 01:10
#200
Posté 31 mars 2012 - 01:15
Rogue1982 wrote...
Also
I have to say the grain efffect looks very much the same as in ME2, once you tone it down a bit. If only there was a way to make it 'move' as it did in ME2. Right now the 'static' is ... well...static, and that shows sometimes.
Any chance of that happening?
Yay! Did you figure out how to tone it down? Just lower the value in "effect.txt" to 0.1
It's pretty decent when the camera's moving, but yeah, it looks wonky when the image isn't moving :/





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