I posted a few day and night reshade comparisons if anyone's interested.
http://screenshotcomparison.com/comparison/206922
http://screenshotcomparison.com/comparison/206923
http://screenshotcomparison.com/comparison/206924
Go in your graphics card drivers control panel and turn the vibrance up, maybe the contrast a smidge as well. That's all you really need. Alternatively, you can do reshade if you're one of the lucky few that doesn't get a big performance hit off it.
I don't know why they decided to go with that milky overlay across everything. It muddies the art style, which has the opportunity to be absolutely beautiful but ends up - to my eyes at least - looking messy and low quality as a result. I'm not necessarily a fan of the colour palette you've gone with (we've all got our own tastes, of course, and mine aren't necessarily great), but certainly just cleaning up the milky fog does wonders.
Is it possible to relatively easy make camera hack for Bayonetta? Playing it right now, and I can't shake the feeling of missed opportunity, because there are such awesome scenes that would make for excellent screenshots.
I've tried that yesterday, I have freecam and pause menu timestop working at the moment. I'm missing rotation for the freecam at the moment (I always have trouble finding that) I hope I can find it today, or else I'd need help from someone more knowledgable about these things (Otis/One3rd/Jim2point0 etc... not sure you guys are even interested in the game though)
I'm also trying to remove the filter that kills a lot of detail in the game and the blue gradient that is always on top in some levels, I'm optimistic it will work but can't promise anything.
I'll try to get it done later today or tomorrow (if nobody else already has done a freecam for Bayonetta and I am not aware of it?)
Thanks! I did quite enjoy shooting that themed set.These are brilliant!
I don't have it yet but it does look interesting.... not sure you guys are even interested in the game though)
Did their models get better/improved or is that another game? Well done if real. That car model looks amazing. Imagine that game on scorpio with HDR, etc.
Thanks! I've found the ToD earlier, and spent ages finding a way to utilize the pixel-density setting they have (which apparently resolves in a pre-calculated target size, but I couldn't find a way to modify that reliably).I did a CE script for WD2 a while back that hotsamples the resolution by x4 (iirc) without having to resize the window. Just toggle on, screenshot, toggle off. One sec while I find it.
EDIT: Have a play with this: http://deadendthrills.com/share/WatchDogs2.zip
I wasn't feeling the game much and never put this to use, but it has time of day and hotsampling. Just change the float value in the script to adjust the hotsampling factor, or expose it to the user. Works with whatever aspect ratio you happen to be running.
If you find addresses, always check what reads and writes to them. Reads are important too, as they can give you insight in whether you have the right ones or temporary ones. In general pipelines work like: root coords + rotation for camera -> calculate view matrix -> store in temporary memory position -> for the frame pass the pointer of the temporary memory position to the shader as a uniform variable. If you find that last one, you won't be able to use it, if you find the intermediate one (the view matrix created from the root coords) you can use it in a cheat table, but it will likely be more complicated to use as rotation is spread out over 9 floats Not all is lost if you find the matrix for the shaders tho: look what writes to them, and check where the data comes from, you can likely follow the code back a few calls and check where things are read from and then check what writes to _these_ to find the real camera.Of course it is not as easy as I thought, in case I can't get it right in the future, can't find rotation, here is the CE. It might not even work on another computer other than mine because I couldn't even AOB the addresses I wanted.
I'm not sure in what projection matrix I am there but what I have are not the correct camera addresses, still works kinda but where is fov and rotation? I don't know (I hope someone else can find it, I'm too stupid for these things lol)
In the Camera tab, click the Reset button after turning freecam on. Fixes it most of the time.I'm either an idiot or Cinematic Tools for ME:A is buggy as shit for me. At some point turning it on just puts the camera on some random area that's not even close to where I am.
Am I doing something wrong?
In the Camera tab, click the Reset button after turning freecam on. Fixes it most of the time.
Nice shots, but it seems like the sharpening is too high.
I've found the best compromise with TAA on is sharpening at 10%.
Absolutely incredible.
These Rain World screenshots are incredible. I can't get tired of looking at this game.
I'll be honest, when I saw all the gifs people were going crazy about, I actually thought the game looked a bit shitty. And that's mostly because I'm still not entirely sold on the animations, and that's what the gifs focused on the most.
The art direction and just overall atmosphere of the game's world is stunning, and completely changed my mind about the game's visuals.
The game is amazing, but also very frustrating sometimes. It follows some formulas that I'm not really a fan of (open [metroidvania style] maps where you're forced to cross the same areas again and again, and very high difficulty levels), yet I can't stop playing it because its so mysterious and intriguing that it will probably be my GOTY, to be honest. Ask Granja about it If you want a second opinion. It's f*ckin incredible!
I lied... I took more shots
Thanks I like that look you got going with those latest shots, I'm gonna have to try some of that stuff outThose are great. Love the colours.
That game is gorgeous, especially in motion. I played a bit of the Definitive Edition and wow... shame I never got around to finishing it.