Nameless Voice on 24/10/2008 at 00:00
The one thing I hate about Oblivion's renderer is that it's too bright during the day; light-skinned peoples' faces becoming so white that they glow, etc. Urgh. (I must mess turn off Bloom the next time I play, come to think of it..)
I posted a couple of screenshots from both Thief and SS2 (
http://www.ttlg.com/forums/showthread.php?p=1781149#post1781149) here yesterday. Yandros linked to two of those, but check out the others if you want to make your eyes water.
The_Raven on 24/10/2008 at 01:27
Damn, that screenshot of Oblivion is awful.
van HellSing on 24/10/2008 at 05:39
What do you mean? It captures the essence of Oblivion wonderfully.
It's not the screenshot that's awful, it's the game.
Wille on 24/10/2008 at 05:49
Tweaking BloomConstantDay and BloomConstantNight should help with the haze. I'm afraid you can't really have just one good ini file that will work in every mission because there are so many different lighting techniques used in FMs. Good thing is that you can put the ini file into FM zip archive, this way it will be used in that particular FM only :).
Volca on 24/10/2008 at 06:00
Quote Posted by EvaUnit02
Presumably we're referring to Alone in the Dark (2008)? That game mechanic worked fine outside of the very brief prologue. You'd be splashed in the face by slime spitting bugs (and on a rare occasion, blood) and then you'd blink to clear your vision. It was perfectly acceptable, not obtuse at all.
People hating on innovative and/or ambitiously designed, yet flawed titles like AitD on TTLG is quite ironic, considering the games that are prominently discussed here.
Well, the description you give makes it sound reasonable. The eye blinking I imagined was involuntary, repetitive. Brain is smart enough to block the vision once blinking occurs, so normally you don't even realise it happened. The same can not be said about a game implementation of it.
Also, I think thief would gain much more from parallax mapping, specular maps, reflective water and such (but this needs much more work than a simple bloom filter). All has to be optional though, because sometimes people just want the raw T1 experience with the graphics of that time.
KoHaN69 on 24/10/2008 at 09:26
I'm glad there's a more active discussion in this thread.
But you people are tot quick to judge by screenshots, its the effect is visible when player is in motion, changing the distance/angle from the light source.
and it could be made to be much more subtle as Twist illustrated.
I'm not a fan of overbloom and MAKE EVERYTHING WASHEDOT SHINE, but a sublte effect of HDR really adds to the atmosphere and improves the lighting quality.
the biggest issue now is getting timeslip to fix ddfix 1.1.1 (widescreen/fullscreen issue and dissapearing objects in hud)
Nameless Voice on 24/10/2008 at 10:07
Admittedly I have a bit of a cold, but when I tested this it was literally making my eyes water, which is not really something that I feel would make playing Thief more enjoyable.
Maybe with adjusted settings it might be better, but basically it just seems to be washing out or distorting the details in the image.
Volca on 24/10/2008 at 10:07
I think that subtle bloom effect looks quite nice actually. Only when it's too strong it is more an annoying thing than an improvement. Anyway, the possibility to use bloom is good.
- But as I said, parallax mapping, specular maps [maybe dynamic lightning] could improve the looks much more, but that requires work - and most of these are probably not possible on original Dark at all, even with D3D library proxy.
Twist on 24/10/2008 at 15:18
Nameless Voice: You have to adjust its settings. It's highly configurable. I messed around with the settings some more after I posted my screenshots and it is very easy to make it even more subtle or emphasize different aspects of its functionality (like improve contrast or make colors more vivid).
You can configure it to be so subtle its subliminal. :thumb: There are over 20 different settings to configure and almost every one of those settings makes a tangible difference to the way it looks and behaves.
Yes it looks like crap at its default settings. But it's silly to judge it at those settings considering the defaults are tweaked to work with an entirely different game and game engine.
Two settings which immediately clean it up are:
BloomAllowOversaturation
Set this to 0 and you immediately eliminate that gross over-saturated lens flare at light sources and on surfaces near light sources.
BloomCurveDay
BloomCurveNight
Increasing these values greatly reduces the fuzzy haziness of entire scenes.
I didn't understand these last two settings when I took those screenshots posted above. I think I can improve the Ashen Age shot by reducing the fuzziness but keeping the improved color and contrast.
I'm still not entirely convinced it's an unequivocal improvement. But I think people are writing it off too quickly and easily. There are many areas where it really does make Thief look much better. And that's coming from someone who stubbornly clings to Thief's classic look.
Two things you can't see in screenshots:
1. Dark areas have a more compelling, inky darkness to them. Overall this render trick appears to improve contrast and smooth the transition from dark areas to light areas. You can't really capture that with a screenshot because it will look too dark.
2. You can sort of see this in the screenshots, but it makes everything a little more vivid, particularly colors. After walking around for a bit with ENB enabled, turning it off makes it feel like you've pulled a dull gray haze over the screen.
My two biggest problems:
1. Maybe further tweaking the configuration will help this, but like Willie mentioned, right now it varies too widely from one area (or mission) to the next. Sometimes it looks fantastic, but then sometimes it just looks too hazy or lights look too flared.
2. I still have a nostalgic loyalty to the original look and feel. This isn't a logical complaint, but even when certain scenes look more dynamic and vivid, sometimes they just don't feel right to me. *shrug*
Again, maybe greater understanding and further experimenting with the configuration will appease my complaints.
But I think it isn't fair to directly associate how this works with the gross examples of bloom and HDR out there (like that Oblivion screenshot). It doesn't have to look like that if you configure it properly.
sNeaksieGarrett on 25/10/2008 at 00:19
hmm, I know it says gtsa, but it I think (judging by the readme for the deus ex version download) it should work regardless. I saw (
http://boris-vorontsov.narod.ru/presets_gtasa0075.zip) this on the download page, incase anyone missed it:
Quote:
presets v0.075 - updated presets for different videocards types and mod 0.075. For budget cards working resolution 800*600, for mainstream 1024*768, for high end video memory size is a limit. Antialiasing was not tested.
And just a few above it is the ENBTuner.