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#101
catabuca

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Yes, you might need RadeonPro depending on your OpSys.

 

If you shouldn't generally need it, and have installed the correct injector version and so on, then no, you get no interface. To edit anything you do it directly in the settings.txt file. Various authors set up the keybinds differently, so check what they are in the settings.txt that you download, but the default is print screen to take a bmp screenshot (that goes in your main game folder), scroll lock to refresh the settings after you've made any changes, and pause break to toggle the effect on and off. So the easiest way to see if it's working (some configs are very subtle) is to press pause break and see if you notice a difference.

 

Another thing, you'll need to have disabled anti-aliasing in the game options.

 

Edit: beautiful pictures, btw ^^


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#102
MelissaGT

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Another thing, you'll need to have disabled anti-aliasing in the game options.

 

 

May I ask why that is? I can understand that in-game AA is not needed if you are supersampling or hotsampling, but for normal 1080p gaming it looks horrid without AA. I keep it at 4x MSAA all the time since I'm too lazy to toggle it on/off all the time when I'm taking screenshots. 

 

My SweetFX_Settings.txt does have SMAA settings in it, but I don't believe I can make use of them via RadeonPro with an NVIDIA GPU. 



#103
catabuca

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I'm afraid I don't know about whether SMAA would or wouldn't work with RadeonPro's version of SFX. A very quick search gave me this thread which suggests it should work for you.

 

But just in general, SFX simply won't work with many games' own AA - the authors of the configs for DAI on the SFX directory website have said you need to turn off post-aa in DA:I, I believe MSAA should be fine though. 

 

(Incidentally, if you're ever looking for SFX configs and you see one by the author K-putt, look at that one first. He'll have good instructions about how to install it and what you need to do to get it working.)



#104
MelissaGT

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I'm afraid I don't know about whether SMAA would or wouldn't work with RadeonPro's version of SFX. A very quick search gave me this thread which suggests it should work for you.

 

But just in general, SFX simply won't work with many games' own AA - the authors of the configs for DAI on the SFX directory website have said you need to turn off post-aa in DA:I, I believe MSAA should be fine though. 

 

(Incidentally, if you're ever looking for SFX configs and you see one by the author K-putt, look at that one first. He'll have good instructions about how to install it and what you need to do to get it working.)

 

ACK, I can never remember the difference between AA, MSAA, SSAA, FXAA, Post-AA, etc. etc.

 

I'm pretty sure I have post-AA enabled with mine and all works fine. I'll have to try turning it off to see what happens. 

 

I thought I remember reading somewhere that AA settings cannot be controlled via RadeonPro with NVIDIA users. In that case, they would have to rely on NVIDA Control Panel/Inspector. I have mine set to "game controlled" since honestly I saw no difference whatsoever when I overrode in-game with Control Panel AA settings. 

 

I'll check out that link you shared to see if it makes a difference for me in-game. 



#105
ravenesse

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Halfway through this thread and out of likeas already. So many really beautiful images.

 

As I'm learning, trying and failing, I also want to share some.

7mXZR1I.png

 

QpxYYQX.jpg

 

Lj36k0N.png

 

First I wanted to scale it down, but then I fell in love with the ratio.

Spoiler

 

And though a rule is no screens from cutscenes / faces, I couldn't resist. Couldn't find another scene with a black background and I wanted so desperatly the contrast to those eyes.

Spoiler

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#106
catabuca

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Post-AA in games more often than not is FXAA. It's not applied to the edges, like MSAA, etc, but to the whole image. It's very 'cheap' in terms of performance, which is why it's included alongside things like MSAA a lot of the time. The problem is it tends  to blur away a lot of details (since it's affecting the whole image, not just the edges). SMAA is also a cheap method (not quite as cheap as FXAA but more or less), but it doesn't blur and soften as much, which is why oftentimes it's far preferable to use that instead. There are some instances where FXAA might be preferable, but they are few and far between and generally are as a result of it being used to correct something else that the in-game processing does terribly.

 

In general, SMAA is a very good, cheap version of anti-aliasing, and on custom ultra high settings (which might cost you a couple of fps at most - depending on your computer) is more than enough for regular gameplay at 1080p. If you can use something like MSAA via your driver or in-game as well then it'll look good. If you're hotsampling using SRWE (or downsampling via your driver or some other method) that acts as a form of SSAA (supersampling anti-aliasing) - which is what downsampling was originally intended to achieve anyway. So in DA:I, if you're hotsampling for your screenshots, you don't need lots of AA anyway. I just use SMAA, no MSAA. It's down to personal preference of course.

 

Be aware as well not to overdo it with the lumasharpening. Particularly if you're hotsampling, as when you resize back down it'll automatically look sharper. If you're uploading to flickr as well, flickr uses its own sharpening algorithm for all resized pictures (so everything except the original size that they store). IMO sharpening should be used to gently enhance textures and counter any SMAA/FXAA softness - too much looks bad.



#107
catabuca

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ravenesse - some very lovely pictures there. I particularly like the 3rd picture - the dragon is in such a great pose! 

 

I like that later AR as well. I'm a bit rubbish at scenic shots, but it's a good one for those. That said, I think even portraits can work in a very wide AR if it's positioned with intent.


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#108
MelissaGT

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Post-AA in games more often than not is FXAA. It's not applied to the edges, like MSAA, etc, but to the whole image. It's very 'cheap' in terms of performance, which is why it's included alongside things like MSAA a lot of the time. The problem is it tends  to blur away a lot of details (since it's affecting the whole image, not just the edges). SMAA is also a cheap method (not quite as cheap as FXAA but more or less), but it doesn't blur and soften as much, which is why oftentimes it's far preferable to use that instead. There are some instances where FXAA might be preferable, but they are few and far between and generally are as a result of it being used to correct something else that the in-game processing does terribly.

 

In general, SMAA is a very good, cheap version of anti-aliasing, and on custom ultra high settings (which might cost you a couple of fps at most - depending on your computer) is more than enough for regular gameplay at 1080p. If you can use something like MSAA via your driver or in-game as well then it'll look good. If you're hotsampling using SRWE (or downsampling via your driver or some other method) that acts as a form of SSAA (supersampling anti-aliasing) - which is what downsampling was originally intended to achieve anyway. So in DA:I, if you're hotsampling for your screenshots, you don't need lots of AA anyway. I just use SMAA, no MSAA. It's down to personal preference of course.

 

Be aware as well not to overdo it with the lumasharpening. Particularly if you're hotsampling, as when you resize back down it'll automatically look sharper. If you're uploading to flickr as well, flickr uses its own sharpening algorithm for all resized pictures (so everything except the original size that they store). IMO sharpening should be used to gently enhance textures and counter any SMAA/FXAA softness - too much looks bad.

 

I'm not so much worried about when I hotsample, but just for regular gameplay I notice a huge difference with MSAA disabled, particularly with tree branches. It just tweaks my gourd so I keep it on. I also don't always have the opportunity to hotsample. I do a lot of recording with Shadowplay, which doesn't work if you are running in Windowed mode (which you need for SWRE). So if I'm in a position where I can't switch to Windowed mode, I work with what I have. In those instances, having MSAA active helps. 

 

Would you suggest trying to override the game settings with NVIDIA Inspector? I currently have it set to use the in-game settings. When I tried even the max SSAA setting with it I didn't notice a lick of difference.

 

What lumasharpening setting do you use? The preset I use has this setting:

 

   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.3          // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.01         // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern                3            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            0.5          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
 
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


#109
catabuca

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I don't have the most powerful computer, so I generally rely on SMAA (where available), and then if I do have the power I supplement with in-game MSAA or whatever looks best via AMD CCC. Play around with your various options though, see what looks best for you and achieves the balance you need between gameplay and screenshot shiny.

 

As for luma:

 

// -- Sharpening --
#define sharp_strength 0.85   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.5  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
 
If I'm taking detailed portraits I'll sometimes up the offset_bias, I don't go above 2.5 though. At that value it's very noticeable at 1080p, but lumasharpening doesn't appear to scale very well when hotsampling. I've played around with these numbers a fair bit trying to get something that's not too harsh on my eyes while playing, and doesn't need constant tweaking when taking shots. 


#110
MelissaGT

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I don't have the most powerful computer, so I generally rely on SMAA (where available), and then if I do have the power I supplement with in-game MSAA or whatever looks best via AMD CCC. Play around with your various options though, see what looks best for you and achieves the balance you need between gameplay and screenshot shiny.

 

As for luma:

 

// -- Sharpening --
#define sharp_strength 0.85   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.5  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
 
If I'm taking detailed portraits I'll sometimes up the offset_bias, I don't go above 2.5 though. At that value it's very noticeable at 1080p, but lumasharpening doesn't appear to scale very well when hotsampling. I've played around with these numbers a fair bit trying to get something that's not too harsh on my eyes while playing, and doesn't need constant tweaking when taking shots. 

 

 

Thanks, I'll have to give these settings a shot. I haven't messed around with them at all. The preset is gorgeous (to me) for landscapes and gameplay, but I'd like to see what changing them a bit does for portraits.

 

In regards to graphics, I have overhead I can play with. I was playing the game downsampled at 1440p but I switched back to 1080p when I started using Shadowplay a lot (I'm working on some fan vids). I just lucked out that I built a new system just a year ago and went a little nuts so that I wouldn't need to upgrade for a good long while. 



#111
Sarielle

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Has anyone run into a problem where the Cinematic Tools freecam is on "autorun" (best way I can think to describe it). Now when I toggle it on it starts automatically moving and I haven't been able to get it to stop. Ignores my other input.

 

Numlock IS on. I'm not sure what to do because restarting both the game/tools isn't fixing it. =/



#112
catabuca

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Has anyone run into a problem where the Cinematic Tools freecam is on "autorun" (best way I can think to describe it). Now when I toggle it on it starts automatically moving and I haven't been able to get it to stop. Ignores my other input.

 

Numlock IS on. I'm not sure what to do because restarting both the game/tools isn't fixing it. =/

 

Yep, this happens to me every so often. The only way I can stop it is by mashing as many keys as possible and hoping I hit on some sort of combo that stops it. Usually a key relating to the direction it's going in (more often than not mine gets stuck rotating rather than zooming, but it will zoom sometimes too). However, I have always been able to fix it, I've never been stuck with it happening forever. I'm not sure what might be causing that. Have you tried loading an older save from before it started, to see if it's somehow written some info into the save (I don't know if that's even possible). If that doesn't work, try redownloading the tools in case a file got overwritten/corrupted or something, I guess.



#113
Sarielle

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Yep, this happens to me every so often. The only way I can stop it is by mashing as many keys as possible and hoping I hit on some sort of combo that stops it. 

 

Lol, that really shouldn't have worked but it totally did xD Thanks!

 

I got a little carried away in one portion of Champions of the Just. MILDLY SPOILERY if you haven't done that quest yet. Didn't alter the lighting at all beyond what's already done by the SweetFX preset I use.

 

... I ate an AoE to get the face lighting on the first one. LOL.

 

Spoiler

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#114
Ashoken

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Thanks for the SweetFX advice guys. I will get it to work eventually. I would like to delve into portraits, but for now I will do what I can with what I have.

 

Shout outs to everyone for the lovely screen art. The last couple pages have been spectacular:)

 

I know the goal is to do all the setup and stuff inside the game, but I do like to mess around with the pix after the fact. I would like to share this one with the group. Some post shot contrast tweaking turned a muddy shot into something I really like. It also doesn't reflect at all what was happening in game. Still...

*toe shuffle*

lyriumdragon1.png

 

And what happened after In Your Heart Shall Burn - so, spoiler.

Spoiler


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#115
catabuca

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Sarielle - glad the button mashing worked! I don't know if hattiwatti is still working on the tool, or whether he's moved on to pastures new. I think at one point he was interested in trying to get spot lighting working. That would have been excellent. Still, the tools are great as they are.

 

Those pictures are beautiful. I particularly like the one in the archway. The lighting is lovely.

 

Ashoken - I really do hope you get SFX working. If you don't, it's not the end of the world, since you still have the powerful controls via the Cinematic Tools. Those pictures are very nice. I like the perspective of the dragon shot ^^



#116
catabuca

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One of the tombs in The Hissing Wastes...

 

16253938057_500b9725db_c.jpg

 

 

 

16253581799_5fc3cb48fb_c.jpg

 

Second pic of it isn't as good I don't think but I uploaded both to show the power the Cinematic Tools have. That's the same place, the same time, different lighting settings.


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#117
catabuca

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More fun with the CinTools. This time crazy fog. This is the Sandy Howler in the Hissing Wastes.

 

15827304743_faec04cffa_c.jpg

 

 

15827316523_701d87ed66_c.jpg

 

 

16261153959_0217741393_b.jpg

 

 

16260018540_1d0412ab0a_c.jpg

 

 

16260037630_4c6e146cc4_c.jpg


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#118
Rannah

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More fun with the CinTools. This time crazy fog. This is the Sandy Howler in the Hissing Wastes.

 

**

**

**

**

**

 

MY favourite one is when dragon meets the party. Like Brothers in Arms. (did you have to wake up Howler? In my PT, she was sleeping so peacefully)

 

 

the below shots are from the quest In Hushed Whispers. First time I went through it I did not have DAI Tools yet. To see again armed with Flycam, I have to say: that place is sick....(no worries, the following are friendly pictures.):

 

Spoiler

 

Edit: Does anybody with NVidia Card tried NVidia DSR? I am curious if is it worth a try or not. 

 

I had a quick try last evening but it seems this thing does not work with RadeonPro :(  (At least for me, the game went totally mad)


Modifié par Rannah, 05 février 2015 - 08:21 .

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#119
Sarielle

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Sarielle - Those pictures are beautiful. I particularly like the one in the archway. The lighting is lovely.

 

I have a thing for taking pictures of doors/pictures through doorways in real life (though I'm so not a good photographer) and my screenshot folder is also full of them :P It was actually one of a photoset I did where I was kinda trying to tell a story a bit. They look nice taken together I think but they aren't all strong singly.

 

Anyways. Those Sandy Howler screenies of yours are AMAZING. I dunno if it's the journalist in me or what but I tend to just leave lighting as it is. I don't think I'd get the same results as you even if I did play with the tools, heh.

 

tumblr_njb71fWedj1tdh91vo5_1280.png


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#120
FenPhile

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So, I started my nightmare run and thought it would be a good time to get srwe up and running and I ran into a problem.  It isn't strictly a "screenshot" issue but maybe somebody here can give me a clue 'cause I'm baffled.  The problem is my game is running on my e: drive and swre is only listing processes on my c: drive where windows is installed.  I apologize if this is a dumb question.  I really don't want to move the game but my google-fu has failed me.



#121
Ashoken

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@catabuca, when I have some time to sit down and spend time (read: not play DAI haha) figuring SFX, I will get it running. In the meantime, I've been drooling over your cinematic tool examples and the Sandy Howler. That is some crazy and fantastic fog!

@Sarielle, you really captured the walk against the wind. I could feel it pushing against your Inquisitor. :)

@FenPhile, I wish I had an answer for you. Good luck in figuring it out!

Here are some shots I took in the Still Ruins. I might be getting better at DoF, color correction and tone map. I hope!

stillruins2.png

 

Spoiler


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#122
catabuca

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Rannah - those pictures are stunning. I love the colours, and the quality of the pictures is really clean and clear - something I'm rubbish at getting right myself. Lovely framing, too.

 

Sarielle - they do work really well together as a set. I know what you mean about sometimes individual pictures not working as well when they're removed from that context. I don't blame you for wanting to leave the lighting as it is, the game is really well lit without any meddling. I left it as it was for most of my early pictures, but I've not been able to help but fiddle around a bit since then. Lovely picture of that snowstorm scene. I love that whole part of the game.

 

FenPhile - I'm afraid I'm a one drive philistine, so I'm not sure what to suggest. Is SRWE on your E drive with the game? Are you running both the game and SRWE as admin?

 

Ashoken - very pretty pictures. Strong dof can look really quite nice in many shots, although I'm always trying to remind myself not to overdo it in every shot. Also, when hotsampling the dof sprites get really bad texture artifacts once you go above a certain strength, which is a real shame. I've passed over loads of shots because of that. When I've patched the game and started a new run, I'm going to try ReShade and see if the dof in that* makes a difference.

 

*you can use different dof shaders with ReShade. I believe there are a couple knocking around that I'm familiar with from Skyrim, one of which is really very beautiful.


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#123
catabuca

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I always seem to gravitate towards portraits. I think I find them easier than wider shots because I can fill a frame and understand how it all works together.

 

16265515868_2b48db8ce4_c.jpg

 

 

15830707334_9135a8c521_c.jpg

 

 

16268101577_54fa190fc3_c.jpg

 

 

16266315228_f0c31fca40_c.jpg


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#124
Rannah

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So, I started my nightmare run and thought it would be a good time to get srwe up and running and I ran into a problem.  It isn't strictly a "screenshot" issue but maybe somebody here can give me a clue 'cause I'm baffled.  The problem is my game is running on my e: drive and swre is only listing processes on my c: drive where windows is installed.  I apologize if this is a dumb question.  I really don't want to move the game but my google-fu has failed me.

 

Sorry, but I do not have any direct answer to that problem either. My game is on partition  F:\, while SRWE is on C:\, but haven't received this error yet. I suppose the refresh button does not do anything. Possibly a re-install of SRWE migh solve the problem (do you have SRWE on C:\? Maybe it worth a try and re-install it to D:\). Try to purge everything you had in its directory (if there are hidden files in the folder, purge them as well)


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#125
MelissaGT

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Edit: Does anybody with NVidia Card tried NVidia DSR? I am curious if is it worth a try or not. 

 

I had a quick try last evening but it seems this thing does not work with RadeonPro :(  (At least for me, the game went totally mad)

 

 

I used to use DSR all the time and it was quite nice - if your system can pull it off. I have a GTX 780 ti Superclocked with the ACX cooler and I was able play just fine @ 1440p with everything on Ultra and 2x MSAA. I couldn't go any higher with Ultra graphics and keep fps at a decent rate. I didn't notice any issues with it working with RadeonPro. I think the catch is that you have to enable DSR via NVIDIA Control Panel rather than GeForce Experience. In the Control Panel, you can pick which ones you want to make available (1.78x, 2x, 3x, 4x). Once you enable the DSR resolutions in Control Panel, you can easily switch while in-game via Options.

 

However, DSR only works with fullscreen, and SWRE needs windowed mode. Besides, using SWRE for hotsampling negates downsampling. If you want to use DSR for gameplay only though, give it a shot, but if you take a lot of screenshots its a PITA to keep switching between fullscreen and windowed (believe me, I know because I have to keep switching since I use Shadowplay and that also only works with fullscreen). I stopped using DSR because I wanted to use Fade Touched textures (I noticed that shaved hair wasn't loading in the highest possible rez with only Ultra). Running 1440p cost me about 25ish fps and I needed them to pull off the Fade Touched textures and keep my fps up. I'm not sure if others had the same issues, but I also noticed the cut-scene lip syncing seemed a bit off with DSR (even at or above 30fps), models sometimes got "stuck" in cut-scenes (Cullen got stuck with his eyes closed quite frequently), and my keyboard just would not work (I play with the controller, but it really stunk not being able to type in a new character's name!).

 

SWRE gives me the best of both worlds - super high-rez screenshots without the need to run the game at lower fps. 


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