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  #81  
Old 10-24-2012, 07:14 AM
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Feathered_IV Feathered_IV is offline
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Really interesting stuff. Very much looking forward to trying this out. Thanks!
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  #82  
Old 10-24-2012, 07:17 AM
SQB SQB is offline
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Ok, here's the results. A comparison of pictures:

http://imgur.com/a/8IQgb#0


Feathered, are you Australian? You're always posting at Aussie hours... I'm on to you.

EDIT: Realistically gamma should be constant but exposure should change (imagine a camera's shutter speed). At night the exposure should be .7 or .9 whereas at day time the exposure should be 0.05 or so.

Last edited by SQB; 10-24-2012 at 07:24 AM.
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  #83  
Old 10-24-2012, 07:20 AM
priller26 priller26 is offline
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Wow..those colors are awesome!!!!
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  #84  
Old 10-24-2012, 07:34 AM
SQB SQB is offline
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The problem can only really be solved by more aggressive HDR in game! I give up on the various times, it's too hard. I'll optimise for just post morning (probably ~8am). 12am will look bleached, 4:15am will look dark. I can't fix that, sorry.
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  #85  
Old 10-24-2012, 10:09 AM
Stublerone Stublerone is offline
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@ SQB: That is really the main problem. And you hace another estimation than other. Your screens all look worse than the standard in my opinion. It has much to do with the monitor and its settings. So it is hard to understand your efforts, because they are all tinted drastically. The approach of jupp is quite fine to me.

I think, the problem with monitors is important here. On my oled display or retina, it looks too much colour and the sunset is too overwhelming to me (looks like the sunsets in gta4, which is horribly overdone). What pabel do you have? TN or an ips or another? Did you tweak your monitor before tweaking the game? It looks like you have another view than me, e.g.

A little weird. Overall we already claimed the colours of clod some time ago and even olegs initial settings were too colourful. And changing settings this way could effect new scenarios like BoM badly. So I think I will try an easy implementation like jupps and will go back standard, if not suitable for bom later on.
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  #86  
Old 10-24-2012, 11:04 AM
[URU]AkeR [URU]AkeR is offline
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So. Is it safe for online? thx
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  #87  
Old 10-24-2012, 11:22 AM
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Feathered_IV Feathered_IV is offline
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Quote:
Originally Posted by SQB View Post
Feathered, are you Australian? You're always posting at Aussie hours... I'm on to you.
Ah, sorry boss. Busted!
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  #88  
Old 10-24-2012, 11:33 AM
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Feathered_IV Feathered_IV is offline
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Quote:
Originally Posted by ParaB View Post
Tweaked my settings some more:

8 AM:



12 AM:



6 PM:



Of course brightness especially depends on your screen and its settings.

My FXAA settings:

/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
// #define USE_PRE_SHARPEN
// #define USE_BLOOM *NOT WORKING
#define USE_TECHNICOLOR
#define USE_TONEMAP
// #define USE_SEPIA
// #define USE_VIGNETTE
// #define USE_POST_SHARPEN
// #define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.62; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.113; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0312; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.2


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 0; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 0; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.3 // 1.00 = Max
#define TechniPower 5.0 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.65 // 1.00 = Max
#define greenNegativeAmount 0.75 // 1.00 = Max
#define blueNegativeAmount 0.8 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.5
#define Exposure 0.00
#define Saturation -0.05 // use negative values for less saturation.
#define BlueShift 0.1 // Higher = more blue in image.
#define Bleach 0.05 // Bleach bypass, higher = stronger effect
#define Defog 0.0 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.01;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
Para, something in your settings is reducing the spastic tree shadows by about 50%
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  #89  
Old 10-24-2012, 11:59 AM
Nephris Nephris is offline
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For some reason i am not able to get the Injector activated anymore.
I got it running last may to test the FXaa. Clodo got reinstalled in the meantime and i wanted to test the colour tones now, but it doiesnt seem to get activated.
I extracted the folders "Dx09-OGL" into the installtion folder of Clodo (means the root with the lauchner inside).
Aswell I treid to extract the contetn of the DX09 folder into the root, as the other folders are empty.

Anyway, where did u extract what files to?
Am using the HD6970 btw.
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  #90  
Old 10-24-2012, 11:59 AM
MadTommy MadTommy is offline
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Quote:
Originally Posted by [URU]AkeR View Post
So. Is it safe for online? thx
Yes.
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