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Power of Lost Alpha DX10 S3r1ous Improvements

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  22:07:03  23 July 2014
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memeics
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On forum: 07/07/2014
Messages: 280

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If any of the problems reported happen also in vanilla then switching back from my shaders/sweetfx isn't going to help you.
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That's the thing, they don't happen in vanilla. Those rectangular "shadow"-like effects over surfaces in front of me (as I walk towards them) is something I never encountered with vanilla Lost Alpha. So it's definitely the new shaders but I'll take screenshots next time I see that bug to show you what I mean.
  22:08:40  23 July 2014
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memeics
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On forum: 07/07/2014
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Mac, what renderer, DX9/R2? Those values look hugely different between R2 and R3. For R3 it works very well with the default values but indeed they generally need to be lowered for R2 because otherwise everything is just too bright.
  22:16:54  23 July 2014
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SCAVENGER1
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On forum: 03/31/2007
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not sure what they are doing wrong in there game/set up/what ever but to me it does look better. but i guess everyone know best so why dont they fix it? or try to make it look better and make the night not so dam pitch black dark! since if you have NV it shouldnt still be pitch black!!

These are the best values for me so far (after trial and error):
r2_sun_lumscale 1.2
r2_sun_lumscale_amb 0.65
r2_sun_lumscale_hemi 1.
I only did some limited testing, but those settings looks good above and below ground in Cordon.

On another note, I personally prefer SweetFX to just add a little extra color, detail and SMAA (default Configurator setting or similar). SweetFX is best for subtle improvements, and will quickly produce artificial-looking results IMO. Btw. haven't tried the S3r1ous mods yet, just speaking in general terms.
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for me this is what i have it set to and it looks good so far.
r2_sun_lumscale 1.2
r2_sun_lumscale_amb 1.
r2_sun_lumscale_hemi 0.75


but NV still doesnt do jack at night when it is really dark or underground. this is the only STALKER game that NV just plain sucks and doesnt really work.

might as well make the battery in the flash light last for ever cause if your out at night the flash light is the only thing that works to light it up. and NV is nothing but a waste of cash since it doesnt work. and the 1st upgrade to any suit is NV so why have it 1st when it should be last?
  23:24:06  23 July 2014
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Mac34
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On forum: 03/10/2013
 

Message edited by:
Mac34
07/23/2014 23:38:01
Messages: 313

---QUOTATION---
Mac, what renderer, DX9/R2? Those values look hugely different between R2 and R3. For R3 it works very well with the default values but indeed they generally need to be lowered for R2 because otherwise everything is just too bright.
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R3/dx10. Couldn't imagine using r2 when r3 is available, huge improvement in lighting. I arrived at these values when I compared with the settings used in previous STALKER games. The values mentioned in the previous post also seem good...

Btw. I see you are using adaptive vsync. If you use triple buffered vsync you'll never see tearing, and also have minimum lag. (Normal vsync is crap in comparison.). But it's important to also set framelimit -1 compared to monitor refresh rate (eg. 59 on a 60hz screen).
  23:44:06  23 July 2014
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memeics
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On forum: 07/07/2014
 

Message edited by:
memeics
07/23/2014 23:45:54
Messages: 280
Sorry for my ignorance, but what is "triple buffered sync", how/where do I enable it?

Where do I set framelimit to arbitrary values?


BTW, if you _are_ playing on DX10 then the "r2_sun_lumscale_amb 0.65" value seems way too small (are you sure you haven't changed the default brightness/gamma?).

It makes heavily shaded areas, outside, in the middle of the day, completely dark, requiring a flashlight to see. That's very unrealistic (in real life you have huge global illumination effect in such a scenario). The r2_sun_lumscale_amb value is supposed to workaround the lack of real GI by increasing the lighting of everything, when the sun is out. In 1.30013, increasing it, fixed the heavily shaded areas that I described but also broke interiors (those interiors that are on the same map) like Agropom underground because it increased the lighting of everything, you could see underground (in the middle of the day) just fine without a flashlight or nightvision device. However, in 1.3002 they fixed it, when you pass certain points on the map (ex. entering an underground section), the lighting changes suddenly, ignoring r2_sun_lumscale_amb (I think they do this by changing the weather, the "interior" weather is probably not "sunny" so then the r2_sun_lumscale_amb value has no effect).

I'll try your settings when I get back home today but I'm pretty sure it will make certain regions pitch dark in daytime.
  04:15:00  24 July 2014
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Mac34
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On forum: 03/10/2013
 

Message edited by:
Mac34
07/24/2014 19:41:25
Messages: 313

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Sorry for my ignorance, but what is "triple buffered sync", how/where do I enable it?

Where do I set framelimit to arbitrary values?

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I can never understand why more people aren't aware of and/or using triple buffered vsync, it's an absolute must IMO - unless you have a g-sync monitor.
T.b.vsync is basically vsync with a dynamic framerate (no performance loss), you also get minimal lag which also is an issue with normal vsync.
Use MSI Afterburner for Framelimit (it's in the settings), and D3DOverrider for triple buffered vsync. (Nvidia panel setting is only for openGL.)

However, if you use SweetFX, then D3DOverrider doesn't work, then use RadeonPro. (NB: When playing start RadeonPro first, then MSI Afterburner to get t.b.vsync working, + activate vsync function in STALKER game menu.)
  04:18:25  24 July 2014
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memeics
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On forum: 07/07/2014
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Oh, I was hoping I only need to set this stuff in the nv control panel. So you're saying that the triple buffering option there is only for opengl? Hmm. It has some number of pre-computed frames option too.

I'm using DX10 mode so no SweetFX and no other tools, I'm not too keen to install all those tools that mess with D3D settings, I think I'll just live with adaptive v-sync for now until they are possible to do with more official tools from Nividia and such.
  04:21:10  24 July 2014
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Mac34
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On forum: 03/10/2013
Messages: 313

---QUOTATION---
Oh, I was hoping I only need to set this stuff in the nv control panel. So you're saying that the triple buffering option there is only for opengl? Hmm. It has some number of pre-computed frames option too.

I'm using DX10 mode so no SweetFX and no other tools, I'm not too keen to install all those tools that mess with D3D settings, I think I'll just live with adaptive v-sync for now until they are possible to do with more official tools from Nividia and such.
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Well, with a GTX780 at 1080p you probably get 60fps most of the time anyway. Believe me, when you finally get rid of all that tearing - without having the issues of normal vsync, you can never go back again.
I only have experience with 60hz IPS screens, don't know how tearing works with 120hz+ monitors.
  04:29:00  24 July 2014
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memeics
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On forum: 07/07/2014
Messages: 280
Heh, I play these days at 3200x1800 (downscaled to 1080p) as a form of brute force but absolutely awesome looking AA. Tearing isn't a huge issue for me but adaptive v-sync does seem to help without affecting FPS. I may try those tools at some point in the future, probably for another game, thanks for pointing them out.
 
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