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 Post subject: Re: GTA V
PostPosted: 11 May 2015, 08:09 
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Actually im pretty ok with the Lighting i always see it in the context of the characters to realistic lighting needs another approach for them also the Fog itself i wouldn't want to change that especially not for the SMOG state of the City :)

But yeah getting rid of the Chromatic Aberration and Light Flares would be already nice will take a look at the visualsettings.dat :)

Also some shadow enhancing would be nice sometimes shadows converge strangely at near distances the shadow distance setting in the GUI doesn't really help for that it's like their is a lod for the blur filter as well

i like PCCS the implementation in GTA 5 seems pretty nice and Solid :)

But the overhead is not so low not as High as in FarCry 4 and it gives some nice visible results so i guess it's really worth it's overhead sometimes :)

The Distance Blur Kernel really makes sense and some results in Realtime look really good :)

It's still a beast but not as much as in other titles :)


Also shitty you can't really use anything above High PostFX without having Motion Blur all the time Enabled by Default bad seperation here of PostFX options no Advanced options for them :(

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Comparision to the Real Weather Light States Photographically (different Camera and sun azimuth Results)

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Though i prefer the Rendering Results more from Luminous and Fox Engine or Anvil Next then of Rage (it got old) in GTA 5 they still not organic enough and look outdated in times of more strict PBR/PBS Rendering especially the SSS seems to have been done in a Hurry the chars look cartonoy as well (no big change from GTA 4 and only the main chars really got cared about.

Results are also not as impressive as for example some of those of AC: Unity but therfore the Performance/Visual Ratio is quiet nice :)

The Traffic Simulation also really solid feels much better then Watch_Dogs :)

And the LOD and Streaming System feels really Solid even on pre Windows 8 (DX 11.2) :)

The Cutscene Performance though is often way to low for the Visual Result, especially the problems of the mesh and shadows on the chars looks not nice and disturbs.

Btw the Lighting Artist of Crytek moved to Rockstar and was working on the Port already :)

http://www.crytek.com/cryengine/present ... n-crysis-3

https://pydonzallaz.wordpress.com/

From CryEngine to RAGE :D

Quote:
Senior Lighting Artist at Rockstar North (July 2014 – Present)

Polish lighting for Next Gen GTA V on PlayStation 4, Xbox One and PC (Q3 2014 – )
– Relight entirely several key cutscenes for Next Gen platforms
– Work closely with tools programmers to improve cutscene lighting pipeline


My Personal current favorite Light Render State also for checking all kind of things (Temporal Render Stability,Performance,Texture Response,Sharpness, AO Results) :)

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You can also nicely see that only the compressed 100% lossy JPGs have banding issues with the Sky :)


Hey Bro you never guess but i meet one of the Actors from Agnis Philosophy here in Los Santos and geez hes black and his beard is even heavier then in that Tech Demo back then by now ;)

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I even saw Carlos Santanos :D

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GTA 5 powered by ChimpFX ;]

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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 13 May 2015, 09:06, edited 5 times in total.

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Tomoko
 Post subject: Re: GTA V
PostPosted: 12 May 2015, 00:31 
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Joined: 12 Jul 2012, 04:54
Posts: 92
Hey CruNcher nice post, but do you mind putting a spoiler or shrinking your screens for us peasants with 1080p monitors they take up quite a lot of space ;)

As for Boris, I understand that an ENB for this game will be quite different due to API changes and the sheer complexity of GTA V, but try and keep us updated with your progress, the typical modders are all patiently awaiting the release of the first ENB for this game! :D

As for the mod itself, would you like us to give you suggestions? I know it can be hard to add something to such a game that appears to be feature complete but I'm sure we can come up with some additions that will be really nice to have. I have a lot of interest in your volumetric clouds for example, seeing those implemented here would be a game changer for sure, but as a graphics programmer myself I understand the extreme difficulty of adding such a thing.

And because its a gallery I guess I should post a screenshot.

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 Post subject: Re: GTA V
PostPosted: 12 May 2015, 00:51 
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Joined: 27 Dec 2011, 08:53
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There is nothing to report about GTA5 version of ENBSeries. I don't think that someone interested that at this moment i'm out of ideas how to implement cross threads synced variables which are fast for reading their values, because non cached "volatile" + InterlockedExchange greatly decrease performance and i use variables a lot, they are modified not just at the end of frame.
Quote:
As for the mod itself, would you like us to give you suggestions?

Like what?

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 Post subject: Re: GTA V
PostPosted: 12 May 2015, 10:38 
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resize those damn pics! :x :x :x

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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 00:50 
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Joined: 12 Jul 2012, 04:54
Posts: 92
ENBSeries wrote:
There is nothing to report about GTA5 version of ENBSeries. I don't think that someone interested that at this moment i'm out of ideas how to implement cross threads synced variables which are fast for reading their values, because non cached "volatile" + InterlockedExchange greatly decrease performance and i use variables a lot, they are modified not just at the end of frame.


With a quick search I found this below, just requires .NET 4.5 Framework, not entirely sure of the exact use case you are looking for but in terms of accessing variables across multiple threads it seems to do the job without using Interlocked Exchange. https://msdn.microsoft.com/en-us/librar ... kslim.aspx

-------------------------------------------------------------------------------------------------------------------------------------------

In terms of what to add, well there's quite a long list. I'll try to avoid stuff like the flat colors in the city and the horrible ambient and fog colors as those can simply be tweaked in the game files. (Hoping someone makes a timecycle editor soon for easier edits). I guess I just want to see this game blow peoples minds and make some advancements in graphics that these companies can't afford to do, and you are the only person I know that can do it.

  • It would be nice to see the color pow parameter for all of the albedo textures in the scene like in IV.
  • Having a skylight and IBL with simple parameters.
  • V's motion blur is not very pretty, they blur the samples away from the center causing a lot of artifacts, so I was hoping for a return of your motion blur.
  • It would also benefit from a new adaptation like yours from IV.
  • I think having your own AO term will be very helpful for many other effects and here is why,
  • V makes use of a strong fresnel reflectance in situations like rain and on the cars especially, which would make it seem as though it could benefit from specular occlusion to hide this overdone effect in most modern PBS systems.
  • This can be fixed with an occlusion term, or you can take the more advanced approach of a SSR type shadowing where you raytrace the occlusion for specular, more on this later.
  • With a similar idea, you can obviously add raymarched reflections for stuff like cars and characters in the outdoor scenes, you can also do raymarched "global illlumination" with minimal color bleeding.
  • This can be done like SSR, I will show examples of this stuff at the bottom. You can hide some of the color bleeding by multiplying it with the AO term too.

For more on raymarched specular occlusion you can see here - http://www.gamedev.net/topic/649575-scr ... shadowing/
raymarched global illumination - https://www.youtube.com/watch?v=vkcMJPMUios

Of course in the end, you are the one who decides what will be added, and no matter what I just want to thank you for all of your hard work! :)


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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 02:16 
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Joined: 27 Dec 2011, 08:53
Posts: 10996
Location: St.Petersburg
I'm using c++ for programming, don't think that will use .NET ever. You know, critical sections do not guarantee data safety, because other threads may access to arrays which you are working with inside critical section, so this type of sync is not works for me, even if it don't need volatile (non cached) parameters. Interlocked only works properly when volatile is used, but these functions unable to change array, because require 32 bytes alignment for every variable, so you can't just cycle ever 4 bytes in arrays and apply Interlocked* function to update crossthreads data. Well, guess the only solution is to split variables by frequency of multiple threads access to them, if they do not change more than once per frame (at the end of frame), then use standart cached version, otherwise volatile (and pray that will not forget about their classification).

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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 05:12 
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Joined: 20 Mar 2012, 08:37
Posts: 1511
RedFlamez wrote:
Hey CruNcher nice post, but do you mind putting a spoiler or shrinking your screens for us peasants with 1080p monitors they take up quite a lot of space ;)

As for Boris, I understand that an ENB for this game will be quite different due to API changes and the sheer complexity of GTA V, but try and keep us updated with your progress, the typical modders are all patiently awaiting the release of the first ENB for this game! :D

As for the mod itself, would you like us to give you suggestions? I know it can be hard to add something to such a game that appears to be feature complete but I'm sure we can come up with some additions that will be really nice to have. I have a lot of interest in your volumetric clouds for example, seeing those implemented here would be a game changer for sure, but as a graphics programmer myself I understand the extreme difficulty of adding such a thing.

And because its a gallery I guess I should post a screenshot.


neither spoiler tag nor automatic resizing and on click zoom seem supported here i always try to upload and host the plain non lossy render output

My City Tonight

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_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 13 May 2015, 08:44, edited 2 times in total.

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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 06:41 
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Joined: 27 Jan 2012, 13:42
Posts: 1956
Cruncher
If you're hellbent on using abload.de you should use a thumbnail for preview, like this:

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Code:
[url=http://abload.de/img/gta5_2015_05_10_23_40t6k7p.jpg][img]http://abload.de/thumb/gta5_2015_05_10_23_40t6k7p.jpg[/img][/url]

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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 09:53 
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*blah-blah-blah maniac*

Joined: 20 Mar 2012, 08:37
Posts: 1511
Done all converted

Some new GTX 970 Results on my i-5 2400 (Focusing on Streaming Latency and Performance) :)

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Boris

What the ???


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_________________
Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE

Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard


Last edited by CruNcher on 13 May 2015, 11:15, edited 3 times in total.

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 Post subject: Re: GTA V
PostPosted: 13 May 2015, 10:33 
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Joined: 27 Jan 2012, 13:42
Posts: 1956
Thanks, looking good!

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Dark Dungeons for ENB
Particle and Subsurface Scattering Patches for ENB (updated 11/01/2017)
flickr; twitter


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