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翻訳の問題を報告
There is a tiny amount of MXAO applied.
https://reshade.me/forum/shader-presentation/1874-marty-mcfly-s-ambient-obscurance-mxao-with-il
There are a couple of other filters and I do not see any dirtying of the picture on my screen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1762992224
https://steamcommunity.com/sharedfiles/filedetails/?id=1762992366
The goal was to bring out some of the details in the AFVs and make them look a bit more "metallic." As stated, a first attempt.
https://steamcommunity.com/sharedfiles/filedetails/?id=1763010655
https://steamcommunity.com/sharedfiles/filedetails/?id=1763010774
The setting also brings out some of the details on the soldiers' equipment.
All of these "image enhancers" that post-process game images look very bad.
4K takes the overall look of Mius to a new level. Some would disagree. But no one would disagree who actually run at 4K. . .Lol. No amount of Nvidea settings will change much other than a placebo effect.
Furthermore, one can also change the monitor setting to a specific desired look. Nothing really wrong with the default look of Mius in my opinion.
You are absolutely right; all this post-processing effects look bad and degrade picture quality.
The ONE thing to get better picture quality in almost every game is "Downsampling". For example: rendering GTMF in 4K and let the GPU downscale it to 1080p for a 1080p monitor.
Downsampling is not only the best AA method, it also enhances detail greatly (geometry and texture detail), especially of distant objects.
It would be great if GTMF would allow internal downsampling (setting the 3D buffer/internal rendering size to 150% or 400% for example) via an in-game option. A lot of games and simulations have this in-game option.
Here is GTMF with external downsampling from 4K to 1080p, it looks stunning:
https://youtu.be/Jxf3RU7lHwY?t=4343
I don't think there is a one size fits all approach here. Properly tuned, some settings fit personal tastes.
https://steamcommunity.com/sharedfiles/filedetails/?id=1766923890
https://steamcommunity.com/sharedfiles/filedetails/?id=1766923973
Note: absolutely no MXAO/SSAO applied. Just some colour changes and a couple of lighting effects to produce a picture that I prefer. That's all this is about, personal preferences.
https://steamcommunity.com/sharedfiles/filedetails/?id=1768593264
https://steamcommunity.com/sharedfiles/filedetails/?id=1768593376
I feel that the textures in the base game don't stand out as much as they could and the lighting doesn't quite fit what I like.
I don't see the external downsampling at work in the YT video from Warsimmer/thebaymonster. What am I supposed to be looking for?
I cannot open the image files - the links are "dead" - and cannot comment on them, but I think there are two important things regarding "post-processing" effects:
(1.) The same picture looks different on different monitors. Many gaming monitors have a bad picture quality, for example: low contrast. People using those monitors tend to use post-processing, like reshade, to enhance contrast and other things to make it look good on those sub-ideal monitors. But if you enhance contrast artificially you will crush blacks and blow out whites = worse picture quality, because the image was good, the monitor was the problem...
On a good monitor the colors will look the way it was intended. This screenshot, for example, looks great on my monitor, a professional calibrated EIZO. I am working as CGI artist and am very picky when it comes to colors, picture and rendering quality:
https://steamcdn-a.akamaihd.net/steam/apps/501671/ss_f65f13240c881bbf2b365bf46b4cdc57051c642b.jpg?t=1555244288
(2.) Some people like it when a wargame looks like those Hollywood war movies: strong, unnatural contrast and muted, gritty colors and a strong "tint". Others, like me, want the lighting and colors to be as natural and realistic as possible. I want GTs graphics and coloration to come as close to the real "naked eye" experience as possible.
Tastes are different, but I hope Graviteam always goes for a realistic look - and not a stylized "warmovie" look with unnatural colors...
There is a lot more detail, especially in smaller and more distant objects: trees and other objects in the distance look extremely sharp, and there is no aliasing. The UI is, as you can see, very small because of the higher render resolution. And this is why an in-game option would be better. We could set the 3D buffer internal render res to, for example, 200% of the native monitor res, without affecting the UI. Many games and simulations have this option nowadays.
A battalion level tactical simulation, like GT, with all those tiny soldiers moving around, benefits greatly from downsampling...
Thanks for the info. It's great to have the input of a CGI artist. I am also looking for the colours to be as close to the "naked eye" as possible. I have the latest LG 4K monitor so any tips on the settings for it would be appreciated.
I made the screenshots "Public" so maybe you can see them now.
As for the external downsampling, how is that achieved? I am also trying to get it so that the vehicles and soldiers look better when more zoomed out.
This shows off some of the good parts of the in game AO/shadows such as around the turret ring and by the wheels, but also some of the bits that are limited at the moment where SSAO can help (at the expense of making the image more dirty and breaking when viewed through smoke like andrey said).
Such as the roof where features should cast shadow don't because of the limits on self shadowing the game has (I don't know the details but it seems main parts can cast shadows onto other main parts but can't cast them onto themselves) so you get some boundaries that jump from full lit to shadowed which you could only make in real life with a point light at very exact angle.
The top of the wheel which is covered by the wheel well but still lit
and the even light level in the wheel wells
A lot of the AO is drawn straight onto the texture too old(ish, ok it's still used a lot
For downsampling it's in the graphics control panel, DSR (Nvidia) or Super-resolution (AMD).
Thanks for making the screenshots "public" - I have to work at the moment, but will take a close look in the evening.
Regarding downsampling: If you are already rendering the game in 4K on a 4K monitor, then downsampling makes no sense (at the moment). GPUs simply cant do that in actual games. Even a RTX 2080TI cannot go above 4K/60fps in actual games.
Downsampling is extremely helpful on lower-res 1080p monitors. If you are rendering GT in 4K on a 4K monitor: You already have the best rendering quality possible at the moment (and the next years). I assume you have a 1080TI or above, if rendering GTMF @4K/60fps?
Just compared the two screenshots, non-Reshade and Reshade
Reshade: the contrast is higher, this gives the image a more "dramatic" look, but you lose a lot of detail. Look, for example, at the sky: There are clouds in the right area. In the Reshade version the detail of those clouds is almost completely lost. Same for other highlight detail.
And the same applies for the darker areas; the shadows under the bushes are too dark. Leaves are "translucent" and it is quite sunny.
There is also some "sharpening" in the Reshade version. In almost all cases sharpening gives you only the visual impression of a sharper image, but in reality you are losing image detail. The sharpening effect is some "kind" of contrast enhancer and it destroys subtle details.
Overall: The Reshade version has a "filmic" look. I understand why many people like such a look: it gives the picture "pathos" and makes it more dramatic. This is why movies use it. But it looks very unnatural and I want GT to look as realistic as possible and not like a stylized war-movie...
I like the non-Reshade version a lot more - it looks very natural on my monitor. If you do not like the colors, you could just desaturate it a little bit, nothing wrong with that. Or try changing the color temperature - a little bit. But increasing contrast and sharpening like this, kills image quality and detail.
BTW: Did the platoon icons of the first 5 platoons lose their color in the Reshade version?
Thanks for the feedback! Can you share the kind of monitor and in-game graphics settings you use? I want the metal to look metallic and I don't want the kind of washed-out colour that I seem to be getting by default.
I'm not sure what happened to the platoon icons as I uninstalled Reshade to try to get a better picture without it. Thanks again!
ASUS PB287Q 4K Monitor. The review has 648,680 views. I just happen to like the "TN" monitors for wargames and the 1ms speed. In my opimion, the sRGB colors are hard to beat as well.
Once again, Mius Front @ 4K is a stunning and very satisfying wargame experience.
I think its a good decision not to use Reshade, or at least not the Reshade preset you used for the screenshot. All colours like light-yellow, light-red, light-blue would come close to white with this Reshade preset on. It would even have an impact on gameplay: the enemy markers for the simulation of "fog of war" in GT rely on them...
For the washed-out colour: There might be two reasons why the image looks washed-out:
1. Maybe the monitor contrast is low. TN panels, for example, have a very low contrast; IPS is better, but only VA panels have a higher contrast (3.000:1).
2. If you are used to high-contrast content and your old Reshade preset, then a "normal" picture will look a little bit "washed-out" to you in the beginning...
But I have to admit that not all lighting situations are rendered that well in the GT engine...