Is the DOF feature resource intensive?
Is the DOF feature resource intensive?
This is why I stopped applying SMAA as a post-process. At least with the build in FXAA, the UI isn't affected - FXAA is done before the UI is overlayed.
I have tried looking for the injector point for Geodasat (whatever), never found it.
While FXAA's tendency to blur textures is irritating, for most part it works and you get used to it - temporally as stable as you can be with a PPAA solution; primarily because it's so heavy handed. xD


I like the Depth of Field and anti-aliasing but holy jesus that's way too much color saturation. I agree the game is a little dull in the color department and contrasts, but you went to the complete opposite end which I don't like. But do what you like since it's your rig
Do the DoF and AA options consume a lot of resources? I'd like to try those out and tweak the colors only slightly.
Peach Parfait/Khulan Angura on Gilgamesh


It needs to be said, but the way "3D" games are lit are already an approximation.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.
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.



I'm currently using Sweetfx with a little tweak to Luma Sharpen and Gaussian Blur for a little bloom and crisper image, but I'm gonna try reshade as soon as I get home. I hope it isn't much more demanding than Sweetfx, so my 860M can take it.
We are already approximating "radiosity" to a limited extent with the likes of HBAO+.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.
Even color bleeding can be approximated if you are willing to pay the price in shader power,
https://youtu.be/8bRkyG3R-eI
It's a tad bit more complicated than that.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.
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.


Actually this specific setup is very performance friendly. HBAO is the only real performance hog that i've personally noticed. Using a GTX 680 OC with i7 2600k at 4ghz for reference. HBAO reduces my FPS from 50 to 20 at medium settings.I like the Depth of Field and anti-aliasing but holy jesus that's way too much color saturation. I agree the game is a little dull in the color department and contrasts, but you went to the complete opposite end which I don't like. But do what you like since it's your rig
Do the DoF and AA options consume a lot of resources? I'd like to try those out and tweak the colors only slightly.


Oh that's great newsI think I'll try it out! Thanks!
Peach Parfait/Khulan Angura on Gilgamesh
Note to op it is against tos to post 3rd party links that alter game settings that another person could not do so by normal means with Client software this fall's under the same thing ppl were posting that in which shall not be mentioned
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I think I'll try it out! Thanks!


