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cabalistic

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Posts posted by cabalistic

  1. 27 minutes ago, MirceaKitsune said:

    Speaking of which: Can we haz shiny floors that use mirror material for clear reflection? DX had this over 20 years ago... would have kinda liked having such floors in some FM's.

      Reveal hidden contents

    DeusEx_2016-09-18_19-51-12-00.1.jpg

     

    Please don't. It'll ruin performance :) You probably want to look at this thread, first, specifically my later posts: 

     

    • Like 2
  2. Actually, this has nothing to do with anti-aliasing. g_enablePortalSky 1 is just fundamentally broken with r_fboResolution changes. And I'm not sure what the proper fix is, as I don't really know how that particular method works. It should probably use a different texture than currentRender.

  3. As far as ray-tracing goes: it's definitely not essential or anything, but wet surfaces in Cyberpunk look drop-dead gorgeous with it. Streets in the rain are really something. Not that it looks terrible without it, it's just that little bit more eye-catching :)

    Here's a shot without RT:

    20201220231828_1.thumb.jpg.f3dc485cf8e5876441458d6575e170c9.jpg

    And here it is with RT:

    20201220231815_1.thumb.jpg.608b3e623f2b9c90eadaee582de2ec1c.jpg

    • Like 1
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  4. 58 minutes ago, STiFU said:

    What GPU are you running the game on by the way?

    It's a 2080 Ti. Needed the horse power for VR dev :)

    I haven't actually measured performance in Cyberpunk, all I can say is that it feels adequate to me. I'm not running the absolute highest settings, since my monitor's resolution is 3840x1600, but do have raytracing enabled. Looks awesome, DLSS really does a great job.

    • Like 2
  5. TAA is, unfortunately, the most complicated form of AA to implement because you need to generate a good velocity buffer to get good results - and I'm not sure if we can do that in all situations. FXAA is, in my opinion, a garbage blur-fest and not worth the time spent to implement it :)

    • Like 4
  6. 4 hours ago, MirceaKitsune said:

    The one and only change I find questionable is the decision to make menus and HUD items follow the brightness and gamma of the scene. The issue with this is that I have my luminosity and contrast turned up to get proper visuals: This gives me just the right results in the world, however it makes the main menu and objectives page horribly bright. Would it be possible to rethink this in a better way?

    In 2.08, GUI was excluded from gamma. Unfortunately, TDM also abuses GUIs for fullscreen effects like darkening water vision, and so excluding GUI from gamma meant that all those effects ended up too dark. We did not find a feasible way to distinguish between those effects and actual GUI, so unfortunately the only fix for now is to apply gamma to everything.

    3 hours ago, MirceaKitsune said:

    By the way, a little thought: I noticed the menu setting for r_bloom_weight only goes up to 0.7. Any reason why it's not a full 1.0? Since it seems to look a bit more significant that way when using lower brightness settings... I was partly tempted to use higher ones just to get more realistic looking glare.

    You can manually set it higher if you want. The reason the limit is in place is that, right now, no maps use "HDR" lights, i.e. lights whose brightness goes beyond 1. But "proper" Bloom effects need that, because otherwise you always walk a very fine line between overbrightening the scene or seeing little effect from it. The moment that mappers start to use actual bright lights, you will need to lower the effect strength of Bloom accordingly. Restricting it to 0.7 is a safeguard so that users don't accidentally set values that'll look awful with bright lights in the future :)

  7. Does AMD enable this feature by default, or did you have to enable it? If the latter, then I think this is entirely the user's obligation to check that the setting actually makes sense for the games they play. Neither NVIDIA nor Intel enable sharpening by default afaik, so I think for the majority of plays it is better to have this default to on to give the best visuals.

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  8. Meanwhile, I've found my groove in the game and am now thoroughly enjoying it. I guess I'm lucky in that I have a pretty beefy system to play on and also haven't encountered any major bugs - the smaller ones I've seen don't worry me too much. But gameplay and story-wise, so far the game matches pretty much what I enjoy playing, so if the story doesn't take a completely disastrous turn down the road, I'm already fairly certain I'll be finishing this game more than once :)

    • Like 2
  9. There are some differences, yes, because mode 2 calculates lighting in a different space, which leads to subtle changes in the outcome. There isn't necesarily a more correct version. In particular, the differences with the lamp are actually a bug in mode 2, because for some reason a select few small surfaces aren't rendered. Still investigating that :)

  10. 22 minutes ago, lowenz said:

    In the corner of the same zone (A New Job Tavern)

    0->53 FPS

    1->57 FPS

    2->50 FPS (it's expected to be heavy?)

     

    1050 Ti, lastest drivers, 2560x1440, no AA.

    It depends on the scene a lot. For me, it is faster in some scenes and slower in others. Sometimes the difference is fairly small, and sometimes it is significant.

  11. Played for a bit yesterday. The atmosphere is great, it feels like Deus Ex meets GTA with a side serving of several other things :D

    I'm still struggling with all of the gameplay mechanics; so far I've mostly played it rather awkwardly as a shooter. But it definitely has more depth than that, just haven't really gotten the hang of things, yet.

    I'm not 100% sure about the first person perspective. I get that it was an artistic choice, and it's definitely interesting to see some of the cutscenes from an ego perspective. But it also feels like a third person view might have made navigating easier in some situations. Eh, I'll probably get used to it :)

    Game definitely has bugs, though. Haven't encountered anything game-breaking (yet), but I've seen characters clip through solid objects or walking through my car. And on occasion, they cause a chain reaction of breaking bottles or other stuff by walking into objects :D

    • Like 1
  12. According to Steam, I have about 45 hours logged in the game in the past 3 weeks. This is one of those weird games where I can't quite explain why I like it, but I do :)

    On paper, it's a fairly simple and repetitive game, so after the first few runs the novelty should wear off and it should get boring. And for some it probably will, I suppose. But with the right group of people it's just really fun, and it can occasionally be quite unpredictable. The horror aspect of it does wear off after a time, so I find it's become more of a chill game to relax with friends ;)

    • Like 1
  13. I agree with the comments that you should probably invest a bit more time in a carefully edited video if you want to promote and show your work to a wider audience.

    But congratulations on your accomplishment! As someone who has some idea about the amount of work that goes into something like this, I think this looks really good already! Better than many early access titles on Steam, for sure. And 11 months is almost no time at all :)

    • Like 1
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