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  1. #1
    Player
    Miscreant's Avatar
    Join Date
    Dec 2013
    Location
    Lisma
    Posts
    351
    Character
    Claire Delune
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    Just seems like the saturation/contrast has been upped, I'm pretty sure that using this is like retouching photos, there is no one setting to make all photos look better, it varies depending on different factors.

    In the shots you've taken the bright areas like Costa it fits well, but in darker areas or bright lights it looks worst than the original. I can imagine it's great for taking screen shots but for constant game play it looks too inconsistent.
    (2)

  2. #2
    Player
    Onikimaru's Avatar
    Join Date
    Sep 2014
    Posts
    443
    Character
    Ellie Fredericksen
    World
    Phoenix
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Miscreant View Post
    Just seems like the saturation/contrast has been upped, I'm pretty sure that using this is like retouching photos, there is no one setting to make all photos look better, it varies depending on different factors.

    In the shots you've taken the bright areas like Costa it fits well, but in darker areas or bright lights it looks worst than the original. I can imagine it's great for taking screen shots but for constant game play it looks too inconsistent.
    Quote Originally Posted by Chiramu View Post
    Looks like you just increased the saturation in the images. The original looks 100% better because the colours are not overly saturated.
    You're totally right guys!. How DARE i take hours gathering screenshots for people to reference in creating their own ideal world. I am deeply sorry, i will think twice next time before attempting something so evil.

    On an unrelated note that is in no way affiliated with my original post. The effects used in my preset has SMAA, Luma Sharpen, a heavily tweaked bokeh DoF, lightly tweaked bloom, HDR, and a very slightly tweaked lens dirt. By the way, the nights look darker than vanilla which is bright, this is of course in my personal opinion/preset.

    I'd also like to quote a post made here earlier today that i think you may or may not have read/understood.

    And for someone using photo editing programs miscreant you should know that i have tweaked the bokeh bokeh refers to the visual quality of the out of focus area when depth of field is active saturation to better suit daytime environments while keeping nightime relatively dark.

    Quote Originally Posted by Onikimaru View Post
    these are my own personal settings and it's how i enjoy playing my game.
    (6)
    Last edited by Onikimaru; 07-20-2015 at 11:15 PM.

  3. #3
    Player
    Miscreant's Avatar
    Join Date
    Dec 2013
    Location
    Lisma
    Posts
    351
    Character
    Claire Delune
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Onikimaru View Post
    You're totally right guys!. How DARE i take hours gathering screenshots for people to reference in creating their own ideal world. I am deeply sorry, i will think twice next time before attempting something so evil.

    And for someone using photo editing programs miscreant you should know that i have tweaked the bokeh bokeh refers to the visual quality of the out of focus area when depth of field is active saturation to better suit daytime environments while keeping nightime relatively dark.
    O_O how did you get offended by that? That was pretty standard feedback.... it works for some, but not on others, it's good for screen shots but I doubt it's good for constant play.

    You need to grow a thicker skin, you just turned what was just a general observation into an attack on your self and got your self upset.

    I saw you adjusted the depth of field, I wasn't planning on doing an extensive evaluation of your images. I've see this programme used before in a very similar fashion to how you have used it and didn't feel the need to comment on it.
    (2)
    Last edited by Miscreant; 07-21-2015 at 07:34 PM.

  4. #4
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,776
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Miscreant View Post
    Just seems like the saturation/contrast has been upped, I'm pretty sure that using this is like retouching photos, there is no one setting to make all photos look better, it varies depending on different factors.

    In the shots you've taken the bright areas like Costa it fits well, but in darker areas or bright lights it looks worst than the original. I can imagine it's great for taking screen shots but for constant game play it looks too inconsistent.
    It needs to be said, but the way "3D" games are lit are already an approximation.

    3D games do the left, while the right is only done with software renderers (eg POVRay, Blender)

    And on top of that, there is also Caustics:


    Both Radiosity and Caustics requires lighting to be calculated from the light source instead of at the viewer (the camera), so in a sense, the entire "scene" has to be rendered without any shortcuts to work. Hence not even the highest-end GPU can do this in real time, because that is NOT what 3D games do. 3D games are rendered "front to back" from the camera to the distance, so light can not be calculated to bounce off objects that there are not yet any pixels for.

    So anything adjusted by 3rd party shader tweaks, isn't necessarily any more accurate (compared to real life) than default. FFXIV V1.0 had a lot more of these HDR effects than V2.0 does. HDR effects just mimic the "outside is too bright, inside is too dark" effect when you initially switch areas.

    The DoF effect was something that V1.0 had as well. But to be fair, the DoF effect was necessary to hide the lower-detail unreachable distance objects like the Keeper of the Lake, Ishgard, Ul'dah and Limsa Lominsa 's backgrounds.

    The images posted though, I have to say that only the DoF effect actually brings anything, as it's an effect that is used to mimic "camera DoF" not how your eyes work. If it was mimicing how your eyes work, it's mimicing near-sightedness. But DoF tends to be over-used in film (especially Dreamworks 3D animation), and makes it look like the forground objects are chroma-key'd over background instead of part of it. Hence I'd only use the DoF effect when the intent is to be zoomed in.
    (2)

  5. #5
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by KisaiTenshi View Post
    It needs to be said, but the way "3D" games are lit are already an approximation.

    3D games do the left, while the right is only done with software renderers (eg POVRay, Blender)

    And on top of that, there is also Caustics:


    Both Radiosity and Caustics requires lighting to be calculated from the light source instead of at the viewer (the camera), so in a sense, the entire "scene" has to be rendered without any shortcuts to work. Hence not even the highest-end GPU can do this in real time, because that is NOT what 3D games do. 3D games are rendered "front to back" from the camera to the distance, so light can not be calculated to bounce off objects that there are not yet any pixels for.
    We are already approximating "radiosity" to a limited extent with the likes of HBAO+.

    Even color bleeding can be approximated if you are willing to pay the price in shader power,

    https://youtu.be/8bRkyG3R-eI

    So anything adjusted by 3rd party shader tweaks, isn't necessarily any more accurate (compared to real life) than default. FFXIV V1.0 had a lot more of these HDR effects than V2.0 does. HDR effects just mimic the "outside is too bright, inside is too dark" effect when you initially switch areas.
    It's a tad bit more complicated than that.

    HDR rendering is increasing the precision of the presentation of light within the calculations allowing a larger range of lighting strength - from no light to very very bright. Part 2 of HDR rendering is tonemapping, where the HDR image is squashed down the LDR for you monitor/TV - which have a limited max brightness; there aren't any economical HDR displays at the moment.
    (0)