[QUOTE=allon;46778704]Pretty interesting tech but I can already savely say for myself that I will be disabling motion blur, depth of field and bloom effect. Never liked it and don't see it being any different for Killingfloor 2.[/QUOTE]
Bloom just simulates how the eye reacts to harsh lighting conditions, as you know
The bloom in the comparison shot could do with a toning down, but you have to admit with bloom completely off it looks really boring and not like a screen/lights up close at all
I agree with the motion blur and usually turn it off if it's fullscreen, but this is a different kind of screen-space blur that I think will make the zeds look much more dynamic in motion in combination with the mocapped animations
I will disable motion blur before even trying it, I generally don't understand the point in simulated motion blur. Depth of Field I might leave on for a bit, but it's another thing I don't quite understand the point in. I'm okay with bloom though, sometimes it feels good to simulate staring into the sun.
From that article:
"There’s plenty more to come from Killing Floor 2, including additional graphical enhancements (NVIDIA [url=https://www.youtube.com/watch?v=1o0Nuq71gI4&list=UUHuiy8bXnmK5nisYHUd1J5g
]PhysX FleX[/url], anyone?)"
omfg
the gore is gonna look so good with that
If I manage to get some cash from the stocks from my company, I might build myself a new computer. This game is gonna look so good
[QUOTE=kisaraji;46778128][t]http://puu.sh/dGvHD/cad8d66b39.jpg[/t]
[t]http://puu.sh/dGvK4/d1e4e36912.jpg[/t]
I dunno Nvidia, I think I prefer this off.[/QUOTE]
Maybe it will look better in motion? In most of the tech demos of sub surface scattering it makes skin look undeniably more realistic, I don't know where all of this blur is coming from.
[QUOTE=The DooD;46779011]Maybe it will look better in motion? In most of the tech demos of sub surface scattering it makes skin look undeniably more realistic, I don't know where all of this blur is coming from.[/QUOTE]
It appears that they're also blurring the specular/reflected light, which they really shouldn't as it washes out the highlights. However it's a screen space effect so I'm not sure if it's possible to remove.
[QUOTE=The DooD;46779011]Maybe it will look better in motion? In most of the tech demos of sub surface scattering it makes skin look undeniably more realistic, I don't know where all of this blur is coming from.[/QUOTE]
Well it's supposed to look like that, but that's really a terrible example.
It'll look much better in motion when lights are behind them and such.
[QUOTE=The DooD;46779011]Maybe it will look better in motion? In most of the tech demos of sub surface scattering it makes skin look undeniably more realistic, I don't know where all of this blur is coming from.[/QUOTE]
If that's the case then they should have used something animated, because if you're marketing something you might want to get the best angle of it. Honestly, this image looks like bad photoshop than an actual shader. Never noticed sub-surface scattering, had no ideia this was a thing.
[editline]23rd December 2014[/editline]
Actually, let me ask something. What games use sub surface scattering? I wanna see it in motion.
[QUOTE=kisaraji;46778128][t]http://puu.sh/dGvHD/cad8d66b39.jpg[/t]
[t]http://puu.sh/dGvK4/d1e4e36912.jpg[/t]
I dunno Nvidia, I think I prefer this off.[/QUOTE]
The skins looks way better on the torso in the first one, but it loses a lot of detail in the eyes
Enhanced texture blurriness!
If you notice the clot on the rights ear is where the effect is most obvious to me. It goes from having jet black areas, to being a more orange-y colour from the light.
[editline]23rd December 2014[/editline]
Overall as an article being used to describe some of the fancy graphics options in KF2, I don't think they could have done a much worse job with the pictures.
Not all of the images are the same resolution, but this is going to be my background now
[img_thumb]http://international.download.nvidia.com/geforce-com/international/images/killing-floor-2/killing-floor-2-screen-space-reflections-1-on.png[/img_thumb]
[img_thumb]http://international.download.nvidia.com/geforce-com/international/images/killing-floor-2/killing-floor-2-screen-space-reflections-1-on.png[/img_thumb]
Light from flamethrower casted shadows in footage TW has shown, but doesn't in this picture.
[QUOTE=Sini;46779844][img_thumb]http://international.download.nvidia.com/geforce-com/international/images/killing-floor-2/killing-floor-2-screen-space-reflections-1-on.png[/img_thumb]
Light from flamethrower casted shadows in footage TW has shown, but doesn't in this picture.[/QUOTE]
Doesn't necessarily mean anything. Many of the screenshots on Nvidias website showed varying settings
[QUOTE=kisaraji;46779314]If that's the case then they should have used something animated, because if you're marketing something you might want to get the best angle of it. Honestly, this image looks like bad photoshop than an actual shader. Never noticed sub-surface scattering, had no ideia this was a thing.
[editline]23rd December 2014[/editline]
Actually, let me ask something. What games use sub surface scattering? I wanna see it in motion.[/QUOTE]
Pretty much every japanese game made after 2011 with U3, Alien Isolation, Skyrim with an ENB after .155, DA:I, AvP 2010
Motion Blur, Chromatic Aberration and DoF virtually always look like ass on a properly calibrated HFR monitor, because they're almost always without question overdone; and I turn them off pretty unilaterally in any game I buy, and if I can't turn them off, that game very rarely gets finished.
All I took away from the Nvidia article is SSSSS, not to be confused with SSS or SSR and definitely not to be confused with SS.
[QUOTE=Darkslicer;46777838]Dumb question but do amd users get the same stuff? Like the neat reflections on the ground (watery etc.)?[/QUOTE]
HBAO+ and any FLEX particle code will be nVidia only; everything else is agnostic.
[QUOTE]
[img_thumb]http://international.download.nvidia.com/geforce-com/international/images/killing-floor-2/killing-floor-2-screen-space-reflections-1-on.png[/img_thumb][/QUOTE]
TWO flames? now that's a bullshot
[QUOTE=krakadict;46780001]TWO flames? now that's a bullshot[/QUOTE]
It's just one of the new perks being shown, the one with dragon icon :v:
Ok, I [B]think[/B] I understood what SSSSSSSSSSSSSS is supposed to do, still think it's kinda weird the way it's shown on the image, there's too much of it with, like they were illuminated by a spotlight.
[QUOTE=krakadict;46780001]http://international.download.nvidia.com/geforce-com/international/images/killing-floor-2/killing-floor-2-screen-space-reflections-1-on.png[/QUOTE]
Hold on a tick, who actually is that holding the flamethrower?
[QUOTE=The Rizzler;46780086]Hold on a tick, who actually is that holding the flamethrower?[/QUOTE]
Constable Briar.
[QUOTE=Grizz;46779969]SSSSS[/QUOTE]
they could at least call it 5S or something, because this doesn't sound great
[QUOTE=CompanionMube;46780616]they could at least call it 5S or something, because this doesn't sound great[/QUOTE]
What do you mean it sounds fantastic! :v:
Pronounce it like a snake
[i]ssssssssssssss[/i]
Anyone else excited for night vision? I guess it must be their answer to most lights in an area being destroyed?
[QUOTE=kisaraji;46778128][t]http://puu.sh/dGvHD/cad8d66b39.jpg[/t]
[t]http://puu.sh/dGvK4/d1e4e36912.jpg[/t]
I dunno Nvidia, I think I prefer this off.[/QUOTE]
On actually kind of hurts my eyes, but like others have said hopefully it'll look better in motion. Still, the other effects look amazing.
Would be cool fighting in near complete darkness with only your muzzle flashes as your light source. Just imagine with every flash from your muzzle, something is getting closer to you.
[QUOTE=jimbobjoe1234;46783309]Anyone else excited for night vision? I guess it must be their answer to most lights in an area being destroyed?[/QUOTE]
Only for the commando that is
At least, from what they've said... I'd like to see more perk individualistic strengths like that, e.g. commando can see fine in the dark and see cloaked enemies, maybe he can sprint longer distances (something the commandos are known for) or his quick-melee attack comes out faster (CQC training) for example
Stuff like the firebug breaking down welded doors the fastest with the fire axe (maybe a bit too situational) or the gunslinger having the best hipfire accuracy/ammo capacity
Individual gameplay changing stuff that differentiates the perks from just using different weapons and having their damage resistance/reload speed/accuracy etc. variables buffed would be great
edit: thinking about it that's exactly what perk skills are for
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