• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

2014 High-Res PC Screenshot Thread of the Last Hope for Image Quality

K-Putt is mean. Kept asking me a bunch of cheat engine questions and all the sudden I'm trying to hack up a free camera for Watch Dogs.... ಠ_ಠ
 

Alo81

Low Poly Gynecologist
K-Putt is mean. Kept asking me a bunch of cheat engine questions and all the sudden I'm trying to hack up a free camera for Watch Dogs.... ಠ_ಠ

If you just posted up a little how-to guide we could free up a lot of that workload from you!

My basic understanding is

  1. Tell cheat engine you don't know the value
  2. Increase your elevation
  3. Search for increased number
  4. Decrease elevation
  5. Search for decreased number
  6. Repeat until very few values
  7. Edit the values and see if any of them make the camera change

But then I don't know how to get to pointers or whatever is needed in that regard so that you could just load up the table and do it universally from that point forward.
 

Alo81

Low Poly Gynecologist
Alo, I took a few more comparison shots under similar weather conditions (a clear night sky).

No AA: https://farm6.staticflickr.com/5479/14105016499_a99144ddd1_o.png

4xTXAA+SGSS+3K downsampling: https://farm4.staticflickr.com/3780/14105022109_e58900521f_o.png

Image rendering of lighting and color looks similar now, except for Aiden's jacket and car which seems to have a warmer color temp when using SGSS.

That was really cool of you to go ahead and take more examples, thanks.

Yeah it looks like the warmer color temperature might just be from the angle the lights hitting the jacket in the second one.

i was just worried that using SGSSAA was actually changing the way other effects were rendered out, good to know it doesn't!
 

K-putt

Member
K-Putt is mean. Kept asking me a bunch of cheat engine questions and all the sudden I'm trying to hack up a free camera for Watch Dogs.... ಠ_ಠ
Oh come on.. you want it as well! =P I'm gonna try and find that slowmo value.. maybe some sort of timestop is possible this time.
Can't you guys hack around the DOF and make it permanent ?
It's probably possible somehow. I found some code snippets that had names of different apperatures. Not sure if they're actually useful tho. Anyway.. it's difficult to find the DOF value.
 
My basic understanding is

  1. Tell cheat engine you don't know the value
  2. Increase your elevation
  3. Search for increased number
  4. Decrease elevation
  5. Search for decreased number
  6. Repeat until very few values
  7. Edit the values and see if any of them make the camera change

That is the basis of finding the value for YOUR z coordinate. That will not necessarily give you anything for the camera. The camera has its own set of coordinates. In 3rd person games, you want to find camera coordinates, not player coordinates. Methods are usually similar but not always reliable. There are a lot of 3rd person games where I was unable to control the camera separately (Tomb Raider, Hitman Absolution, Remember Me, etc etc).

Pointers are bad for storing anything in a table. Even "stable" pointers can break when restarting a game. Patches will always break them. Maybe even sneezing the wrong way. Its better to write scripts that will find the addresses you need, but that gets harder to explain. And I think I'm pretty bad at explaining things. I've been trying to help out K-Putt but it's SO hard over chat. I'd need to do a proper guide with pictures and a video. And even if I decided to make a guide, I'd have to throw in all my assembly programming knowledge, along with my understanding of x86\x64 registers, opcodes, hex, etc etc. Because understanding that is definitely required to come up with your own scripts. Different games have their own unique coding that you need to change around to make free cameras work.

Can't you guys hack around the DOF and make it permanent ?

I think that would be much easier with methods other than in-memory modification.

Definitely. CE is not the way to go for graphical effects like DoF.

Oh come on.. you want it as well! .
I'm more curious to see if I can create a good table MORE than I'm interested in having one for Watch Dogs. I'm not all that impressed with the game.
 

maneil99

Member
ieGcXMatAB19h.png

iEMryWMw2opl1.png


The moment when you'd pay to have a wideangle, focal lenght, aperture and timing controller. Also a free-cam would be nice.
Yup, Nexuiz uses the same engine, its a pain taking screens.
 

maneil99

Member
I was about to ask if Nexuiz finally got proper AA. I think it's a nice looking game without the aliasing. What'd you do?

Nexuiz has a sperate game in steam called Nexuiz Stupid Mode which ones the game at bullshot levels with everything cranked up past ultra
 

Spazznid

Member
Thanks! It may be my 7970 but I can't get that game to run well at all (barely 30fps) at just 1080p.



Wow :O I've never messed with mods but I'm going to have buy Skyrim and give it a go. That looks incredible!

hmm

Turn off Supersampling?

Unreal Engine should run on a toaster.
 

Tnecniv

Neo Member
That was really cool of you to go ahead and take more examples, thanks.

Yeah it looks like the warmer color temperature might just be from the angle the lights hitting the jacket in the second one.

i was just worried that using SGSSAA was actually changing the way other effects were rendered out, good to know it doesn't!
You're welcome.


LL


... I helped :)
Very nice work, gents. Look forward to seeing more screenshots form the two of you.
 
Borderlands 2 rendered in 10K and downsample to 1440p, forgive any photoshop fuckery I didn't know how to remove the HUD so I shopped it out. Otherwise unaltered

ibyYPOQ27ZJF5M.png
 
Very nice work, gents. Look forward to seeing more screenshots form the two of you.

I don't think you'll see many from me. Here's a few crappy ones I did while testing out some crap (fixed cam + fov).

14108822639_2e81603cae_o.jpg


14272446666_7e72d95038_o.jpg


Creating a script to freeze the camera in place was easy (so you can freely move your character around or just get him out of the frame). Getting the coordinates to update is trickier. Same with FOV. Might play with it more later but for now I got bored. This game just looks really bland to me most of the time :(
 

BONKERS

Member
Okay, here we go. Before I post the images, apologies in advance for not being able to have every car, person, and object in the same place. But static objects like buildings are useful at identifying the differences.

This is with 1920x1200 res, all settings maxed out + 16xAF enabled in the control panel.

No AA: https://farm4.staticflickr.com/3711/14265635946_33b8088196_o.png

4xMSAA: https://farm6.staticflickr.com/5200/14308958763_2377ae6ec8_o.png

4xTXAA: https://farm4.staticflickr.com/3817/14102135388_dea0cca648_o.png

4xMSAA enhanced SGSS: https://farm4.staticflickr.com/3792/14102138710_3d443e275f_o.png

4xTXAA enhanced SGSS: https://farm6.staticflickr.com/5319/14288262954_f15ab94f21_o.png

4xTXAA enhanced SGSS + downsampling (3K->1920X1200): https://farm4.staticflickr.com/3766/14288756015_9121f8fb00_o.png

TXAA+SGSS+downsampling pretty much eliminates most of the aliasing. I'll probably use that setup for bullshots.

Edit: fourth pic was linked to wrong page, fixed it.

Thanks a lot man. I really really appreciate the effort and work! (don't worry about dynamic objects. As long as the static location is the same. That's what matters. I'm used to that stuff)

Differences are really interesting. Seems typical that enhancing it doesn't look as good as it would if we were able to straight force it. (Ex: The HDR lighting on the light pole on the right there being missed for the most part. Even with MSAA+SGSSAA due to MSAA itself not getting that area covered.) It seems the case is that MSAA in WD focused on only resolving certain things or certain geometry.

It will be interesting to see if Nvidia gives us the ability to force SGSSAA in DX11 if any difference in WD will be apparent someday.

Thanks again!
tumblr_m82sbo2amA1qm4niv.gif


It's ten bucks on GMG right now.

There's also an extra 20% voucher: ZMMIEX-EW1476-0PNL11 that can be used to knock the price down to $8.00.

Edit: Quote edit.
Absolutely. Bought'd!
Screw this let's do it together. It looks so good!
 

Tnecniv

Neo Member
First and foremost, Unreal's Skrim shots, are well, unreal, very nice looking indeed.

I don't think you'll see many from me. Here's a few crappy ones I did while testing out some crap (fixed cam + fov).

14108822639_2e81603cae_o.jpg


14272446666_7e72d95038_o.jpg


Creating a script to freeze the camera in place was easy (so you can freely move your character around or just get him out of the frame). Getting the coordinates to update is trickier. Same with FOV. Might play with it more later but for now I got bored. This game just looks really bland to me most of the time :(
I give you much props for continuing to work on it in spite of the game boring you. I probably would've moved on. The effort is much appreciated. Screenies look fine to me, the different angles in particular that we now get to see Aiden from is a welcome change of pace.

Thanks a lot man. I really really appreciate the effort and work! (don't worry about dynamic objects. As long as the static location is the same. That's what matters. I'm used to that stuff)

Differences are really interesting. Seems typical that enhancing it doesn't look as good as it would if we were able to straight force it. (Ex: The HDR lighting on the light pole on the right there being missed for the most part. Even with MSAA+SGSSAA due to MSAA itself not getting that area covered.) It seems the case is that MSAA in WD focused on only resolving certain things or certain geometry.

It will be interesting to see if Nvidia gives us the ability to force SGSSAA in DX11 if any difference in WD will be apparent someday.

Thanks again!
tumblr_m82sbo2amA1qm4niv.gif





Absolutely. Bought'd!
No problem, glad I could help. If anything, I feel like I could've done a better job. The rainy weather shots look a bit different compared to the clear night ones.

FOV can change so much about a scene.




14273041476_e7fc4b6d98_o_d.png


14109528398_f8802ffbf1_o_d.png


Impressive. How did you get rid of the film grain if you don't mind me asking? Remember Me is yet another game in my backlog that I now have the itch to play again thanks to your screenies.
 

One3rd

Member
FOV can change so much about a scene.




14273041476_e7fc4b6d98_o_d.png


14109528398_f8802ffbf1_o_d.png
I've been enjoying your RM shots. Having the freecam work during cut scenes would have been really nice. One thing you can do during a cut scene is to "drop" the camera as it is running and you have that new POV for the rest of the scene. If you reload from the checkpoint just before the scene you still retain the "dropped" camera view. It requires some patience and possibly going through the scene a number of times to pick the best spot but you can get some unique viewpoints this way. The below shot was possible with that method.

Gonna share this one last time for the Flickr users since it's been updated with pretty neat functionality.

I updated the Chrome extension (OG Flickr)that lets you right click on the photo page to get the original size image.

Now, to save you one more click, you don't even have to go to the photo page, you can just right click an image in the gallery view and it'll take you straight to the full sized image from there!


Thanks a lot for this, saves a bunch of pissing around and has finally forced me to start using Chrome...I don't think I'll be going back.

Love this shot!
 
Top Bottom