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  1. #16
    Moderador Avatar de Winjer
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    A colecção desse gajo é muito boa. Muitas nem parecem que são de jogos.

    BTW, deixo agora uma comparação entre o GEMFX e o SweetFX.
    De notar que o GEMFX também aplica o SweetFX. A imagem com GEMFX também tem o SweetFX. Neste caso, estou a usar apenas o LumaSharpen e o Vibrance.


    Com GEMFX + SweetFX


    Apenas SweetFX
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  2. #17
    Tech Veterano Avatar de Viriat0
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    A segunda esta parecida com o meu Mafia que tem apenas o ENB com um present manhoso que achei.

    Já testas-te meter as texturas empire bay hq v2.5?

    http://www.playground.ru/files/mafia...mafia_2-55236/

    + uns mods:

    http://www.gamewatcher.com/games/mafia-2/mods?c=171

    Vou ter que perder tempo com GEMFX tem bom potencial.
    i7-4790K + NZXT Kraken X52 | Z97 MSI GAMING 7 | EVGA FTW3 ICX 1080 Ti | GSkill RIPJAW Z 16 GB DDR3 2133MHZ CL9 | SSD Crucial MX100 250GB + SEAGATE 3TB + M.2 KINGSTON M2 120GB | SOUND BLASTER Z | EVGA G2 SUPERNOVA 1000W | SAMSUNG 32´ UH850

  3. #18
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Com os mods que aplicaste as imagens ficam excelentes, nota-se bem as diferenças.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #19
    Moderador Avatar de Winjer
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    Citação Post Original de Viriat0 Ver Post
    A segunda esta parecida com o meu Mafia que tem apenas o ENB com um present manhoso que achei.

    Já testas-te meter as texturas empire bay hq v2.5?

    http://www.playground.ru/files/mafia...mafia_2-55236/

    + uns mods:

    http://www.gamewatcher.com/games/mafia-2/mods?c=171

    Vou ter que perder tempo com GEMFX tem bom potencial.
    Também cheguei a usar o ENB+SweetFX que está no gamewatcher. Realmente melhora um pouco, mas o GemFX faz mais e melhor.

    Estou a usar vários mods do gamewatcher, um dos mehus em HD, as texturas V2 e o DOF remover.
    Nunca experimentei as Empire bay HD. Estou a fazer o download agora mesmo.

    O GEMFX está a fazer muita coisa, não se limita a aplicar uns efeitos na imagem final, como o SweetFX.
    Por isso acaba por puxar bem mais. Mas os resultados estão à vista.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  5. #20
    Moderador Avatar de Winjer
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    Hoje andei a experimentar mais um jogo com o GEMFX, o FEAR 2. Por isso deixo aqui umas imagens a comparar, com e sem GEMFX.
    Aconselho a abrirem as imagens num separador à parte para verem todo o detalhe.

    A primeira é com GEMFX, a segundo sem GEMFX.









    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  6. #21
    Tech Bencher Avatar de reiszink
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    Acho que gosto mais sem.

    Apesar de com GEMFX dar um ar mais cinematográfico ao jogo, esconde alguns detalhes e parecem-me ficar com mais blur.
    Intel i7 5820K - ASRock X99M Killer - 16GB G.Skill DDR4 - Gigabyte GTX 980Ti G1 - Plextor M6e 256GB + Samsung 850 EVO 500GB - Corsair H110 - EVGA G3 750W - Acer 27" 144Hz IPS - Zowie EC2-A - Filco Majestouch 2 TKL - HyperX Cloud II Pro

  7. #22
    Moderador Avatar de Winjer
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    Realmente uma das opções que tinha ligada era o Gausian Blur. Nas outras imagens que estão na thread das imagens de jogos, tenho o gaussian blur desligado, com excepção das últimas duas, que foram tiradas ao mesmo tempo que estas.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  8. #23
    Moderador Avatar de Winjer
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    O Crosire há uns tempos iniciou um novo projecto para um novo injector, chamado ReShade. Hoje ele lançou uma beta publica para quem quiser experimentar.

    Este é o post dele no Guru3d: http://forums.guru3d.com/showpost.ph...&postcount=123

    Code: ____ ____ _ _
    | _ \ ___/ ___|| |__ __ _ __| | ___
    | |_) / _ \___ \| '_ \ / _` |/ _` |/ _ \
    | _ ' __/___) | | | | (_| | (_| | __/
    |_| \_\___|____/|_| |_|\__,_|\__,_|\___| by Crosire
    Read this whole post before doing anything!

    About:

    ReShade is an advanced post-processing injector. It features its very own effect language, based on HLSL, which not only makes API and platform independent shaders possible, but also introduces a wide range of useful features designed especially for post-processing effect development.
    In contrast to all the existing injectors ReShade was written to be completly generic: it itself does not come with any effects, it's a toolset for shader developers to realize their very own imagination. Define and use your own textures right in the shader code, request custom timers etc., retrieve access to every game's color and depthbuffer (which ReShade is able to genericly identify and hook across games without any extra configuration), no matter if it renders with Direct3D8 (which is wrapped to Direct3D9 to allow using higher shadermodels), Direct3D9, Direct3D10, Direct3D11 or OpenGL (and in both 32bit and 64bit). A highly advanced dynamic hooking system is reponsible for keeping
    track of the APIs. And because ReShade as mentioned comes with its own shader transpiler, shaders written once work in all five.

    Donations to keep this project alive are warmly welcomed!

    ==================================================

    Download:

    This release marks the first publicly available beta after over half a year in development. It is meant to give shader developers a preview of ReShade's features and gamers a way to participate in testing the next step in graphical game modification. So:

    It is a BETA!
    As Terrasque once said: "It could [...] crash the computer. Or turn your shirt into cheese. Or just plain not work.". Please make yourself aware of that before trying.
    Also do not forget to read the whole README.txt file before installing!

    If you are a shader developer or somebody who wants to mirror the download, please do not distribute the ReShade DLLs yourself along your shaders during the public beta. Updates may appear quickly and it would be hard to keep track of all the different versions out there otherwise. I'll probably remove that restrictions once the beta is over and the first release is out, but for now please point your users to this post to let them download the most recent build from here. Thanks a lot!
    It would be nice if you take a minute or two after installation to fill in this survey created by JPulowski. It provides us with the information needed to create a proper documentation for both ReShade and SweetFX.

    Choose one of the files below. Installation is pretty straight forward most of them time: Just read the readme (follow the instructions there) and run the setup provided with the download. The first is targeted at shader developers and comes with a detailed example on how to get started with ReShade's shading language, second is targed at gamers and comes with a preview of SweetFX 2.0 by CeeJay.dk written for ReShade:

    Besides these packs, there are more shaders already ported to ReShade by various authors. They are mainly for advanced users, who read the readme and know what to do with them. Some can be found here (please PM me if you want yours to be included in the list):


    ==================================================

    Bug Reporting:

    If you encounter a bug (with both ReShade or the SweetFX 2.0 preview), problem or game that doesn't seem work with it (and is not on the list below), please use this thread to report back.
    A report should contain at least a detailed description of what doesn't work or what you expect and which doesn't happen and a list of what you tried so far. If ReShade created a log ("[RESHADEDLLNAME].log"), please append that too.
    In special cases it may be useful or requested by me to create and append a full tracelog. Doing that is easy: Simply rename "[RESHADEDLLNAME].log" to "[RESHADEDLLNAME].tracelog" and run the game again.

    A good bug report could look similar to this template (by CeeJay):
    Code:
    RESHADE VERSION: X.XX.XX.XXX

    SHORT DESCRIPTION:
    ...

    STEPS TO REPRODUCE: (if there are any special ones)
    1) ...
    2) ...

    ACHIEVED RESULT:
    ...
    EXPECTED RESULT:
    ...
    ==================================================

    Compatibility:

    Known to work:
    • Battlefield: Bad Company 2 (depth access only shows FPS hands, because game clears buffer before rendering those)
    • Battlefield 3
    • Battlefield 4
    • Borderlands: The Pre-Sequel
    • Cube 2: Sauerbraten
    • Dirt Showdown
    • Far Cry 2 (depth access is empty, because game clears buffer before presenting)
    • Grand Theft Auto: San Andreas
    • Left 4 Dead 2 (needs to be installed to the "bin" folder)
    • Max Payne 2
    • Minecraft (depth access only shows GUI, because game clears buffer before rendering it, needs to be installed to the Java "bin" directory)
    • Need for Speed: Hot Pursuit (2010)
    • Need for Speed: Most Wanted (2005)
    • Need for Speed: Most Wanted (2012)
    • Need for Speed: Underground 2
    • RAGE
    • Spin Tires
    • Steam overlay
    • Team Fortress 2 (needs to be installed to the "bin" folder)
    • Terasology (needs to be installed to the Java "bin" directory)
    • Unreal Tournament 2004
    • War Thunder
    • Wolfenstein: The New Order
    • ...

    Known to not fully work (work is done on fixing these issues):
    • Advent Rising
    • Far Cry 4 (official version)
    • Origin In-Game overlay
    • Quake II
    • Quake III Arena


    ==================================================

    Example:

    This uses custom Depth of Field, Bloom and CrossProcessing shaders, which are not part of SweetFX yet, for demonstration purposes.


    ==================================================

    Additional credits:

    Special thanks to Christian Jensen (CeeJay.dk).
    He was a very great help in every possible way, did a lot of testing (especially regarding the shading language) and is always a nice person to talk to.

    Thank you to all the closed beta testers as well. You were awesome, notably:
    • CeeJay.dk
    • Marty McFly
    • Matsilagi
    • Martigen
    • K-putt


    ==================================================

    Cheers and Merry Christmas everyone!
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  9. #24
    Moderador Avatar de Winjer
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    Umas imagens no Insurgency a comparar com e sem ReShade.
    Abram as imagens em janelas separadas para verem o detalhe extra que o ReShade dá ao jogo.

    Sem Reshade


    Com ReShade


    Sem ReShade


    Com ReShade
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  10. #25
    Tech Veterano Avatar de Morais-GT
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    A melhoria nas texturas é bem boa sim senhor.
    Apenas não gostei das cores da primeira após o mod.....


  11. #26
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Melhorias bem significativas
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #27
    Moderador Avatar de Winjer
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    Citação Post Original de Morais-GT Ver Post
    A melhoria nas texturas é bem boa sim senhor.
    Apenas não gostei das cores da primeira após o mod.....
    Concordo contigo sobre as cores. Andei a mexer mais um pouco e descobri que neste jogo o DPX fica mal. Por isso desactivei-o.

    Fica aqui uma nova comparação, mas sem o DPX.




    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  13. #28
    Moderador Avatar de Winjer
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    Acabei de ver isto no forum do Guru3d e tinha de partilhar o resultado no jogo Dead Space 1, usando injectores.

    O jogo assim parece quase da geração actual de consolas e não da anterior. Impressionante.

    http://forums.guru3d.com/showpost.ph...&postcount=348

    Citação Post Original de Scorpio82Co Ver Post
    DS 2 HBAO+ /gemfx / reshade.. very impressive (look anam gaussian flares and DOF taked from reshade)

















    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  14. #29
    Tech Ubër-Dominus Avatar de jotinha17
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    Ficou muito bom :o
    Fractal Define Mini | i5 3570k@4.5GHz & Noctua NH-D15S | Asrock Z77 Pro4-M | Gigabyte GeForce GTX 1060 G1 6GB | Kingston HyperX Fury 16GB 1866 | 3TB + Samsung 850 250GB | SuperFlower Leadex 750W GOLD | Creative Sound Blaster Z

  15. #30
    Moderador Avatar de Winjer
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    O ReShade foi actualizado.

    https://bit.ly/ReShadeBeta-0-11-4
    https://bit.ly/ReShadeBeta-0-11-4-SweetFX

    0.11.4: (HOTFIX, non-critical)

    Fixed vendor and device id not being detected correctly under OpenGL

    0.11.3:

    Fixed crash if "D3D10CreateDeviceAndSwapChain" or "D3D11CreateDeviceAndSwapChain" were called with a null pointer for the device parameter
    Fixed "IDXGISwapChain::ResizeBuffers" hook logging an incorrect swapchain description
    Fixed "wglChoosePixelFormatARB" hook logging invalid formats
    Update NanoVG

    0.11.2:

    Added warning if hooked interface reference counts do not match the original ones
    Fixed "IDirect3DDevice8::CopyRects" failing in too many cases. Fixes a good amount of texturing issues in D3D8 games.
    Fixed crashes with some D3D8 games calling "IDirect3DDevice8::GetDepthStencilView" (more of a hotfix, but works for now)

    0.11.1:

    Fixed Origin overlay compatibility
    Fixed no rendering in some OpenGL games using multiple device contexts pointing to the same window
    Fixed D3D8 adapter mode enumeration always failing

    0.11.0:

    Replaced entire D3D10/11 VTable hooking with interface hooking (might improve compatibility).
    Added compiler warning message when texture "MipLevel" property is set to "0".
    Fixed D3D8 games using "IDirect3DDevice8::ValidateDevice" producing errors.
    Fixed D3D8 error when "IDirect3DDevice8:etVertexShader" is called with a vertex declaration only.
    Fixed D3D8 to D3D9 vertex shader conversion failing under certain circumstances.
    Fixed D3D8 wrapper causing memory failures because the "GetLevelDesc" method was returning the D3D9 and not the converted description.
    Fixed possible (but unlikely) crashes at startup due to loader lock.
    Fixed hooking manager sometimes hooking an already hooked function.
    Updated stb_image to version 2.0
    Removed support for uncommon image formats (PSD, TGA, HDR, PIC and PNM)

    0.10.0:

    First public beta release.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


 

 
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