Yep, having the same problem downloading the latests patch. What's going on? File hasn't propagated to all servers yet?
So I can run this at 50fps at 3440x1440 or at 60fps at 2560x1440. Decisions, decisions.
(3570k at 4.3 + 980ti)
how do you switch patch servers?
I don't have the patience for dealing with the QC issues of the Predator X34 so I got a Dell U3415W.This is why gsync is almost mandatory on high res 21:9.
What monitoring tool are you using in the top left? It looks really sleek.
I'd also like to know, as that looks a lot nicer than the RTSS overlay.
Terribly annoying bug but since no one gave a proper solution, go to the shooting range and start the tutorial again. You do not have to go through the tutorial, just leave and the text should "reset" and disappear.
What is this?physically-based tessellation
Surfaces reflecting off more light than they receive is quite huge departure from what PBR is supposed to be.Point #3: Ive seen nothing about RotTR having "broken PBR." Please provide a source when making claims like that.
MD uses PureHair as well.Point #7: Yes, the PureHair in RotTR is used only on Lara. I don't know the name of the hair tech being used in MD, and I don't know for a fact it is being used on every single character model. I think we can both agree, while it's more than adequate in MD, it isn't as technically impressive as RotTR's PureHair.
What are your settings ? Where you actually expecting the game to run well in such a high resolution using high to ultra settings ?
I don't have the patience for dealing with the QC issues of the Predator X34 so I got a Dell U3415W.
What is this?
Surfaces reflecting off more light than they receive is quite huge departure from what PBR is supposed to be.
http://www.eurogamer.net/articles/digitalfoundry-2015-rise-of-the-tomb-raider-tech-analysis
MD uses PureHair as well.
I would fucking hope so, lol
Did you try turning off exclusive Fullscreen
Ah, so it's a solution created by Square Enix/Crystal Dynamic (just read about it). I had no idea, because MD's implementation looks nothing like what was used in RotTR. Then again, Lara has long hair. I still think it is more refined in RotTR, but it's no slouch in MD either, just less performance intensive.
Ah, so it's a solution created by Square Enix/Crystal Dynamic (just read about it). I had no idea, because MD's implementation looks nothing like what was used in RotTR. Then again, Lara has long hair. I still think it is more refined in RotTR, but it's no slouch in MD either, just less performance intensive.
This is a third party's opinion but Crytek tried implementing TressFx into their engine and found it (and similar techniques) to break when trying to make specific haircuts without flowing hair, which is why they abandoned the idea. They said it was hard to get good results.
Generally I find Tressfx to produce better results in for long hair than Hairworks' sausages, but it still breaks under specific conditions (i.e. when lara is upside down) and still requires alpha cards on things like her fringe. Hairworks produces much better results on fur than it does on hair.
Obviously here they did something in order to make it work with short hair. Coincidentally making the strands closer to hairworks' sausages.
Honestly despite its floatiness my favorite hair implementation is the one in Alice:Madness Returns.
After re-reading your last reply to me (^above^), I realized I may have been hasty in my response to you yesterday, and am going to try to amend it; while I sometimes attempt to correct others, I don't mind correcting myself when possible.
So, let's try this again (warning: minor wall of text incoming)...
Point #1: Yes, MD uses tessellation for character models only. It also currently creates smearing and unintended transparency on certain NPC face models. When compared to RotTR's use of tessellation, it is not technically impressive, as it doesn't function as intended (although it can and hopefully will be amended in a future patch).
Point #2: Yes, MD uses POM for surfaces in place of tessellation. This is not technically impressive, no matter how many surfaces it is applied to, or how good it looks, since it is virtually free performance-wise in this game. RotTR uses physically-based tessellation for every surface that is deformed (EDIT: or more clearly, uses tessellation to geometrically deform surfaces), and thus is technically impressive. This is not "like apples to oranges here"; POM is the cheaper alternative to tessellation in this case, and thus directly compares to it at a technical level, tessellation being the more technically impressive.
Point #3: Ive seen nothing about RotTR having "broken PBR." Please provide a source when making claims like that.
Point #4: Volumetric lighting is used just as much, if not more frequently in RotTR when directly compared to MD, and at the very least, matches the quality.
Point #5: This is where I realized where we were miscommunicating. When you say "There's also the fact about geometric density and moveable objects...ROTR simply does not compare here," you're getting "technical" mixed up with "design." First of all, when you're referring to "geometric density," I can only assume you mean the amount of detail in the MD's objects strewn throughout the environment, and I can only agree; I've never seen so much detail in every single pedestrian object I've come across in any other game when directly compared to MD. It is impressive, just not on a technical level. Any decent engine can do this if it prioritizes object detail within small, condensed areas, as opposed to RotTR, with it's priority on larger environments in a 3rd person perspective. That is comparing apples and oranges; It doesn't take more geometry to achieve this, just a shift in priority. Thus, it isn't, you guessed it, technically impressive, but instead, an excellent design choice for this specific game.
Point #6: Your point on moveable objects, is again, a design feature, not a technical one. MD, RotTR, and The Witcher 3 all have physics system. And I don't know if you've actually played RotTR, but several of the tombs have puzzles where you have to move crates, or break them open with your ice pick for parts. Just because MD uses its physics system in a creative way (Half-Life 2 did this over a decade ago), does not make it more technically impressive than the physics systems featured in RotTR or The Witcher 3.
Point #7: Yes, the PureHair in RotTR is used only on Lara. I don't know the name of the hair tech being used in MD, and I don't know for a fact it is being used on every single character model. I think we can both agree, while it's more than adequate in MD, it isn't as technically impressive as RotTR's PureHair.
Point #8: While MD's SSR is arguably used on more surfaces, I don't yet see how it's better than RotTR's. Without further investigation, I'd call it a wash.
Finally, to wrap up what you didn't address, MD's AO solution simply doesn't compare to RotTR's HBAO+ and VXAO solutions, nor does its cheaper DoF when compared to RotTR's bokeh effect. That, and MD's CHS, Very High Shadows, and Very High AO settings aren't functioning as intended, currently (in many, but not all scenarios) making the game look worse than on lower settings. And I'm not even going to get into MD's animations issues during conversations, since RotTR comes nowhere close to using that format in-game. On the flipside, RotTR has very poor post-processing AA solutions when directly compared to MD's TAA, MD arguably has above average texture work, and I'll admit it, paired with TAA, MD's PBR does look very nice.
I'm not even saying RotTR is a great looking game, it doesn't even have to be in order to be technically impressive. Heck, I don't really even like it personally. My point is, when it comes to future-proofed, proprietary effects that function impressively on a behind-the-scenes, number-crunching technical level, RotTR simply wins.
That said, sans the inferior AO and DoF, I find MD every bit as visually attractive, if not more so than RotTR. And, personally, on a story/gameplay/design front, there is no comparison here; MD wins.
Clearer?
I'm using the global "high" setting, with no MSAA, and I'm not seeing a ton of jaggies, but everything looks washed out and blurry. Like it's hard to tell where one object ends and the other begins. Or like there's Vaseline on the screen or something. This games looks worse than Alice: Madness Returns, which I just finished playing, and that's a PS3, 360 game. Very weird.
I'm using the global "high" setting, with no MSAA, and I'm not seeing a ton of jaggies, but everything looks washed out and blurry. Like it's hard to tell where one object ends and the other begins. Or like there's Vaseline on the screen or something. This games looks worse than Alice: Madness Returns, which I just finished playing, and that's a PS3, 360 game. Very weird.
I'm using the global "high" setting, with no MSAA, and I'm not seeing a ton of jaggies, but everything looks washed out and blurry. Like it's hard to tell where one object ends and the other begins. Or like there's Vaseline on the screen or something. This games looks worse than Alice: Madness Returns, which I just finished playing, and that's a PS3, 360 game. Very weird.
I didn't see it mentioned anywhere, but after these two patches, are the High and Very High Shadows option still switched?
I'm usually an anti -sharpening guy in all scenarios. I've been disabling sharpness on TVs for years. I always turn it off in games as well. Witcher 3 being a good example, it looks fantastic with no sharpening.
This game however looks really bad with sharpening disabled. I'm usually a proponent of a softer, less aliased image. I've always thought fxaa for example got a bad rap, it doesn't blur so much as it neutralizes all aliasing in the image.
The TAA in this game though is really blurry. With sharpening disabled it looks like a game from several years ago at best. I've really tried to live with it, but I can't.
The sharpening unfortunately is way over the top. It actually introduces artifacts much like cranking the sharpness on a tv will. They need to add less aggressive levels.
For now though I play with it on.
You can already fix it with reshade my fellow soft image brother!
Reshade with lumasharpen set to the configurations in my previous post makes the game look a hundred times better than the default sharpen configuration.
So how do I do this sweetfx/reshade sharpening thing? I've taken a couple of looks at some presets in my time but there's hundreds of variables and I get paralyzed the instant I take a look at them.
So how do I do this sweetfx/reshade sharpening thing? I've taken a couple of looks at some presets in my time but there's hundreds of variables and I get paralyzed the instant I take a look at them.
You can already fix it with reshade my fellow soft image brother!
Reshade with lumasharpen set to the configurations in my previous post makes the game look a hundred times better than the default sharpen configuration.
High and Very High shadows were never switched. Very High shadows are a step up from the High setting, but Very High shadows break in certain scenes, whereas High shadows do not.
The only problem is it ruins all text/UI in the game.
The only problem is it ruins all text/UI in the game.
Is there word on how many other scenes there are apart from Jensen's apartment that are broken?
This method isn't working for me. The game or rather DXMD.exe crashes immediately, before I even get to the launcher. What could be the problem?Easiest manual way? Download this:
http://www.mediafire.com/download/07k361l502b6wfk/ReShade+2.0.3+with+SweetFX+2.0.7z
Open the zip, locate and drag the below files into your install directory/retail/ folder:
SweetFX Folder
Sweet.fx
Reshade64.dll
Reshade.fx
Renamed Reshade64.dll to "dxgi.dll"
Go into the SweetFX folder (now inside the retail folder), open "SweetFX_settings.txt" and enable or disable effects with a 1 or a 0 in the list. More settings for each shader are below the list. Default effects toggle button is scroll lock.
Having SweetFX enabled will have a 1-2 fps performance hit, even with lumasharpen.
This method isn't working for me. The game or rather DXMD.exe crashes immediately, before I even get to the launcher. What could be the problem?
Try skipping the launcher.
Put -nolauncher in Launch Options.