Bilderthread Spiele Screenshot Thread (bitte keine OT-Diskussionen!)

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DX9 > 2960x1440 @ 2560x1440 (momentan) > FOV 104
Alles auf Anschlag (außer Post FX = medium; Geometry = low)

HUD durch (horizontales) Downsampling verzerrt!
Geht leider nicht auszublenden.

FOV hat auf Waffen keinerlei Auswirkung;
hängen leider konsoligerweise immer noch riesengroß vor der Nase!

Mittels Swfx dezente Nachjustierungen vorgenommen.
(übertriebene Werte reinklatschen kann jeder
! ;) )
Leicht geschärft, etwas entsättigt sowie unaufdringliches HDR.
Einzig SMAA wird aggressiv eingesetzt,
weil's sowieso nicht alles erwischt.

Swfx on | off

vgl1212031221_2960x1440_swfx_on.jpg
vgl1212031221_2960x1440_swfx_off.jpg


vgl1212021920_3200x1440_swfx_on.jpg
vgl1212021920_3200x1440_swfx_off.jpg


vgl1212021940_3200x1440_swfx_on.jpg
vgl1212021940_3200x1440_swfx_off.jpg


vgl121202205831_3200x1440_swfx_on.jpg
vgl121202205831_3200x1440_swfx_off.jpg


vgl1212022022_3200x1440_swfx_on.jpg
vgl1212022022_3200x1440_swfx_off.jpg


vgl121202201937_3200x1440_swfx_on.jpg
vgl121202201937_3200x1440_swfx_off.jpg


vgl1212031208_2960x1440_swfx_on.jpg
vgl1212031208_2960x1440_swfx_off.jpg


Einstellungen:

GamerProfile.xml
Code:
<GamerProfile>
    <SoundProfile MusicEnabled="0" MasterVolume="100" MicEnabled="0" IncomingVoiceEnabled="0" Language="english" />
    <RenderProfile MSAALevel="2" AlphaToCoverage="2" SSAOLevel="4"  SDSM="0" ResolutionX="2960" ResolutionY="1440" Quality="custom"  QualityEditor="editor_ps3" Fullscreen="1" Borderless="0" UseD3D11="0"  D3D11MultithreadedRendering="0" WidescreenLetterbox="0"  UseWidescreenFOV="1" FOVScaleFactor="1.425" EnableSubResolution="0"  SubResolutionX="960" SubResolutionY="540" VSync="1" RefreshRate="0"  DisableMip0Loading="0" GPUMaxBufferedFrames="3" ShowFPS="0" MaxFps="60"  Brightness="1" Contrast="1" GammaRamp="1"  AllowAsynchShaderLoading="1">
        <CustomQuality>
            <quality ResolutionX="1280" ResolutionY="720"  EnvironmentQuality="high" AntiPortalQuality="default"  PortalQuality="medium" PostFxQuality="medium" TextureQuality="high"  TextureResolutionQuality="high" WaterQuality="veryhigh"  DepthPassQuality="high" VegetationQuality="veryhigh"  TerrainQuality="high" GeometryQuality="ultra" AmbientQuality="high"  DeferredAmbientQuality="high" ShadowQuality="ultrahigh" EditorQuality=""  Hdr="1" HdrFP32="0" ReflectionHdr="1" EnableVertexBinding="1"  id="custom" />
        </CustomQuality>
        <Post>
            <quality GameDepthOfField="1" CinematicDepthOfField="0"  FXAALevel="0" CloudShadows="1" MotionBlur="0" id="medium" />
        </Post>
    </RenderProfile>
    <NetworkProfile VoiceChatEnabled="1"  CustomMapMaxUploadRateInBitsOnline="10240000" OnlineEnginePort="9000"  OnlineServicePort="9001" FileTransferHostPort="9002"  FileTransferClientPort="9003" LanHostBroadcastPort="9004"  LanClientBroadcastPort="9005" ScanFreePorts="1" ScanPortRange="1000"  ScanPortStart="9000" SessionProvider=""  MaxUploadInbpsOnline="10240000">
        <Accounts />
    </NetworkProfile>
    <GameProfile />
    <ProfileSpecificGameProfile Sensitivity="0.4" Invert_x="0"  Invert_y="0" DefaultFlickFireDirection_y="0" UseMouseSmooth="0"  Smoothness="0" Smoothness_Ironsight="0.2" HelpCrosshair="0"  Gamepad_vibration="0" UseRoadSignHilight="0" ShowDiamondsInMap="0"  UseSubtitles="1" TaggingEnabled="1" UseAmbx="0" UseGamePad="0"  GamepadAnswered="0" Autosave="1" Machete="0" IronsightToggleMode="1">
        <FireConfig QualitySetting="VeryHigh" />
    </ProfileSpecificGameProfile>
    <RealTreeProfile Quality="VeryHigh" />
    <EngineProfile>
        <PhysicConfig QualitySetting="VeryHigh" />
        <QcConfig GatherFPS="1" GatherAICnt="1" GatherDialogs="0" IsQcTester="0" />
        <InputConfig />
        <ZoneConfig />
    </EngineProfile>
    <UplayProfile LockString="" />
</GamerProfile>
Swfx
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.
#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         0 //[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 0 //[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        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         1 //[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        0 //[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_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


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

#define SMAA_THRESHOLD 0.08           // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 64      // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50       // [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 0.33   // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.025  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 3        // [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 28.28 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.222     //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.3243    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.10  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.84  //[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(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.000)  //[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 0.33  //[-1.0 to 1.0] The amount of contrast you want

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


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(0.80, 0.81, 1.00) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.00                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.49                    //[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
pencil.png
 
Planetside 2 Mix aus Max und Medium Settings
1920x1080

Es war ein schöner Tag :D Ich und 3 Franzosen haben so einiges gerissen und am Ende triumphierte die NK haushoch! :hail:

PlanetSide2 2012-12-04 00-23-53-67.jpg
Hier ein Blick auf die Terranische Basis :D
PlanetSide2 2012-12-04 00-11-04-15.jpg
Und wieder eine von unseren :D
PlanetSide2 2012-12-03 23-49-56-68.jpg

Zu mehr Bildern kam ich leider nicht, hab ca 6 Stunden lang durchgezockt :ugly:
 
AC3SP.exe_2012-12-02-16-36-22-989.jpg


2720x1700@1920x1200, 16xHQAF, SMAA, Ingame-(FX)AA high, max. Details, Texture-LOD -1
(läuft noch mit Catalyst 12.11 beta8, sicher von der Performance noch nicht das gelbe vom Ei, beta 12 please, AMD, hatte allerdings auch mein OC-Bios-Setup nicht geladen, CPU lief @ Stock.)


AC3SP.exe_2012-12-04-02-07-10-546.jpg
AC3SP.exe_2012-12-04-02-06-55-096.jpg
AC3SP.exe_2012-12-04-01-47-49-786.jpg
AC3SP.exe_2012-12-04-01-43-24-567.jpg
AC3SP.exe_2012-12-02-22-08-34-341.jpg
AC3SP.exe_2012-12-02-22-07-15-144.jpg
AC3SP.exe_2012-12-02-16-37-12-696.jpg
AC3SP.exe_2012-12-02-16-24-57-218.jpg
AC3SP.exe_2012-12-02-16-21-00-630.jpg
AC3SP.exe_2012-12-02-15-06-33-159.jpg
AC3SP.exe_2012-12-02-15-00-55-414.jpg
AC3SP.exe_2012-12-02-14-51-00-844.jpg
AC3SP.exe_2012-12-02-14-41-28-619.jpg
AC3SP.exe_2012-12-04-01-42-57-387.jpg


 
So jetzt muß ich mal wieder was von Far Cry machen:D
 

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Skyrim | 1680x1050 | Fov 90 | Grid 9 | Mods: Lush Grass, Lush Trees, HQ Snow, Better_Dynamic_Snow, insane0h_realistic_sun, Enhanced_Distant_Trees, Terrain_Bump, Water 1.5a, Flora Overhaul, INI-Tuning


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Skyrim mit meiner überarbeiteten ENB Preset WIP vom September.
 

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Take on Helicopters (diverse Settings)
 

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