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post #12681 of 26068
Quote:
Originally Posted by ACHILEE5 View Post

Look at you lot trying to make Dead Space all pretty tongue.gif

Nice golden SCAF suit. thumb.gif I really hope all the limited edition bonuses and the Amazon and Gamespot preorder bonuses will be available down the line.
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post #12682 of 26068
Quote:
Originally Posted by Slightly skewed View Post

The only thing it has going for it is lighting. I've already said it, but the textures are terrible. Worse than the usual "port".
Nothing you say will make me think this game is anything BUT gorgeous.
post #12683 of 26068
Heres Metro 2033 at 1900x1080
     
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post #12684 of 26068
Metro 2033-1900x1080
     
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post #12685 of 26068
Quote:
Originally Posted by jim2point0 View Post

Nothing you say will make me think this game is anything BUT gorgeous.

Hey mate, I'm picking up this game today... could you possibly point me in the right direction to maximise the visuals? Your screenshots are what swayed me to buy it smile.gif
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post #12686 of 26068
Quote:
Originally Posted by BradleyW View Post

Excellent stuff. I hope the SMAA pushes my rig a little more too! As for vsync, do I force via CCC and disable it in game for the 60fps limit? Thanks man!

Yessir. Disable vsync in the game, and force it through NV CP. Don't forget to enable Triple Buffer, or you'll get tearing!
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post #12687 of 26068
Quote:
Originally Posted by zinfinion View Post

Quote:
Originally Posted by ACHILEE5 View Post

Look at you lot trying to make Dead Space all pretty tongue.gif

Nice golden SCAF suit. thumb.gif I really hope all the limited edition bonuses and the Amazon and Gamespot preorder bonuses will be available down the line.

Yeah it's pretty ain't it biggrin.gif

And the guns are sweet, if you play the game on hard setting!
And they save being beaten up for not having the right kit smile.gif
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post #12688 of 26068
I agree DS3 textures are terrible, I mean they are 256k and 512k textures....They just look better at true 1080p-1440p. Someone should take some close up pictures of walls and objects for reference.

IN ALL FAIRNESS.... it is pretty. the devs definitely made it sound like it was utter crap and didn't have any graphic options in those interviews last two weeks. If they just would of said those options were present then everyone's perspective on the whole "port" thing would have been less of an "OMG you are giving us keyboard and mouse support! Thank you Visceral -_- now die"
post #12689 of 26068
-Metro 2033-1900x1080
     
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post #12690 of 26068
Quote:
Originally Posted by iDeal View Post

Hey mate, I'm picking up this game today... could you possibly point me in the right direction to maximise the visuals? Your screenshots are what swayed me to buy it smile.gif
smile.gif Woo! Glad I could sell someone on the game. It's definitely worth it.

For Dead Space 3, I'm using a combination of downsampling + in-game FXAA3.11 + SweetFX. I've disabled in-game bloom but turned all other options to the highest they'll go. SweetFX settings in the spoiler here. Warning: Spoiler! (Click to show)
Code:
/*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM         1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP       0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.5          // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 96      // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 18  // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 10        // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.50   // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.032  // [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 1.0  // [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)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.30     //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.08  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.85  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11        //[0.0 to 1.0]
#define TechniPower  2.8         //[0.0 to 8.0]
#define redNegativeAmount   0.88 //[0.0 to 1.0]
#define greenNegativeAmount 0.88 //[0.0 to 1.0]
#define blueNegativeAmount  0.88 //[0.0 to 1.0]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]

#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.990, 0.990, 1.010)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.035, 1.03, 1.030)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.015, 1.02, 1.015)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0        //[0.00 to 2.00] Adjust midtones

#define Exposure 0.00    //[-1.00 to 1.00] Adjust exposure

#define Saturation 0.00  //[-1.00 to 1.00] Adjust saturation

#define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog 0.000  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.03 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast 0.3  //[-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image






   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


I don't know much about ATI cards but I know downsampling is possible. It's essential for removing aliasing in this game.

It's a good game so far. Having a blast with weapon customization.
Edited by jim2point0 - 2/8/13 at 4:41pm
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