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Wandering Adventure Party

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  3. I'm trying to create something as realistic as i possible can

I'm trying to create something as realistic as i possible can

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  • stux⚡S This user is from outside of this forum
    stux⚡S This user is from outside of this forum
    stux⚡
    wrote last edited by
    #1

    I'm trying to create something as realistic as i possible can

    At least for how far that's possible with zombies

    *sorry for the lag.. cause you know. hardware

    NazoN 1 Reply Last reply
    0
    • stux⚡S stux⚡

      I'm trying to create something as realistic as i possible can

      At least for how far that's possible with zombies

      *sorry for the lag.. cause you know. hardware

      NazoN This user is from outside of this forum
      NazoN This user is from outside of this forum
      Nazo
      wrote last edited by
      #2

      @stux Maybe a controversial opinion, but I don't dig vignettes, motion blur, etc etc as "realistic."

      Not a fan of any of the stuff that decreases visual clarity such as the TAA that is on by default in Unreal Engine, DOF, motion blur, DLSS/FSR, etc etc. And vignettes mess with my head. I can't tell what all is turned on at the resolution video, but a lot of that is built in and on by default...

      stux⚡S 1 Reply Last reply
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      • NazoN Nazo

        @stux Maybe a controversial opinion, but I don't dig vignettes, motion blur, etc etc as "realistic."

        Not a fan of any of the stuff that decreases visual clarity such as the TAA that is on by default in Unreal Engine, DOF, motion blur, DLSS/FSR, etc etc. And vignettes mess with my head. I can't tell what all is turned on at the resolution video, but a lot of that is built in and on by default...

        stux⚡S This user is from outside of this forum
        stux⚡S This user is from outside of this forum
        stux⚡
        wrote last edited by
        #3

        @nazokiyoubinbou Yeah im gonna go without all effects indeed:

        NazoN 1 Reply Last reply
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        • stux⚡S stux⚡

          @nazokiyoubinbou Yeah im gonna go without all effects indeed:

          NazoN This user is from outside of this forum
          NazoN This user is from outside of this forum
          Nazo
          wrote last edited by
          #4

          @stux I can't see the video, but glad to hear it.

          How do you compensate for the ugly dithering? That's the main reason they force TAA on. (I can't believe it's 2025 and one of the most advanced game engines out there relies on heavy dithering for shadows and such then just blurs it out. *Sigh*)

          stux⚡S 1 Reply Last reply
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          • NazoN Nazo

            @stux I can't see the video, but glad to hear it.

            How do you compensate for the ugly dithering? That's the main reason they force TAA on. (I can't believe it's 2025 and one of the most advanced game engines out there relies on heavy dithering for shadows and such then just blurs it out. *Sigh*)

            stux⚡S This user is from outside of this forum
            stux⚡S This user is from outside of this forum
            stux⚡
            wrote last edited by
            #5

            @nazokiyoubinbou It's not forced, you can always kinda switch back to the old methodes

            I also dont use lumen or nanite cause meh

            NazoN 1 Reply Last reply
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            • stux⚡S stux⚡

              @nazokiyoubinbou It's not forced, you can always kinda switch back to the old methodes

              I also dont use lumen or nanite cause meh

              NazoN This user is from outside of this forum
              NazoN This user is from outside of this forum
              Nazo
              wrote last edited by
              #6

              @stux I've always found it surprisingly difficult to get all the blurring methods off in Unreal Engine. I usually have to manually modify the INI files after initial startup and configuration.

              To be fair, I'm sure most devs wouldn't want to present their games with such ugly dithering and such I'm sure. But still, I have yet to see a game where turning off antialiasing in the game itself truly 100% disabled it.

              stux⚡S 1 Reply Last reply
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              • NazoN Nazo

                @stux I've always found it surprisingly difficult to get all the blurring methods off in Unreal Engine. I usually have to manually modify the INI files after initial startup and configuration.

                To be fair, I'm sure most devs wouldn't want to present their games with such ugly dithering and such I'm sure. But still, I have yet to see a game where turning off antialiasing in the game itself truly 100% disabled it.

                stux⚡S This user is from outside of this forum
                stux⚡S This user is from outside of this forum
                stux⚡
                wrote last edited by
                #7

                @nazokiyoubinbou Ive ne er had issues with that! Look at my 2D games, pixel sharp!

                There is indeed a lot of blur by default but there are ways to get rid of it

                NazoN 1 Reply Last reply
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                • stux⚡S stux⚡

                  @nazokiyoubinbou Ive ne er had issues with that! Look at my 2D games, pixel sharp!

                  There is indeed a lot of blur by default but there are ways to get rid of it

                  NazoN This user is from outside of this forum
                  NazoN This user is from outside of this forum
                  Nazo
                  wrote last edited by
                  #8

                  @stux 2D is different from 3D.

                  I'll fire up one of the 3D games that doesn't ignore/bypass the INI file and provide a screenshot I guess. Just have to think of which ones I have installed atm.

                  stux⚡S 1 Reply Last reply
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                  • NazoN Nazo

                    @stux 2D is different from 3D.

                    I'll fire up one of the 3D games that doesn't ignore/bypass the INI file and provide a screenshot I guess. Just have to think of which ones I have installed atm.

                    stux⚡S This user is from outside of this forum
                    stux⚡S This user is from outside of this forum
                    stux⚡
                    wrote last edited by
                    #9

                    @nazokiyoubinbou yes and no

                    It's made in the same engine with the same camera etc

                    1 Reply Last reply
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