jonelo
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Posts posted by jonelo
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http://www.megaupload.com/?d=G4X9UKFU
1280 x 720 , 100 megas , sepia 0.375
And later, with sepia default ....
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Sepia 0.375
Sigh, the post effects thing doesn't work online though, makes me sad
"Files donot match server"is the coop mode . It is difficult to see the enemies in the dark, is the problem
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-Civilians, to have a moral vision of the game, like in Deus ex
- random changes in the position of the enemy NPG, for coop and single player, like SWAT
-sepia modes in the menu of the game, , like the render modes in FAR CRY
- True AA, SSAA or SSAA adaptative, or to other mode
- more maps for cooperative and single player
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Anyone care to post screenshots of how the game looks like with the sepia turned down?
Sepia 0,00 and 0.500
original post efect +sepia 0.500 ORIGINAL
original post efect +Sepia 0,250
Realism optimization mod post efect + sepia 0.375
Sepia O,375 and 0.500 ORIGINAL
Realism optimization mod <sepia_opacity 0.250>.
1280 x 720 , 14 MB ,Fire of heavy machine gun in the final mission
http://www.megaupload.com/?d=96KXHO81
With 1.06 pacht and sepia 0,500 1280 x 720 , 19 MB , Fire of heavy machine gun in the final mission
http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html
Select FREE,
Realism optimization mod AI , 50 MB <sepia_opacity 0.250>.
http://www.megaupload.com/?d=MIB2A39G
Character Skin Video 1280 x 720 , 19 mb original post efect +Sepia 0,250
http://www.megaupload.com/?d=MLCJKFJN
The videocard is a 1900 xtx and all settings in maximun .
The problem is the dark of the zones in shadow with the low value of sepia. Each level needs a different value to obtain a good result. Some levels do not improve with the modification.
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1280 x 720 , 100 MB - Paralax mapping -
Agente Smit mod + Realism MOD with sepia 0,375
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1080 p
original post efect +sepia 0.500 ORIGINAL
original post efect +Sepia 0,250
Realism optimization mod post efect + sepia 0.375
1280 x 720 , 89 mb , 1.14 m. Game play VIP 2 mision
http://rapidshare.de/files/23214740/GRAW_2...-33-53.rar.html
1280 x 720 Abrams Main Battle Tanks in movement 1
http://rapidshare.de/files/23181757/GRAW_2...-01-73.WMV.html
1280 x 720 , 89 mb , 1.17 m. Abrams Main Battle Tanks in movement 2
http://rapidshare.de/files/23277356/Copia_...-56-81.rar.html
1280 x 720 129 mb , 2,03 m, Abrams Main Battle Tanks in movement 3
http://www.megaupload.com/?d=T6S7CF50
Realism optimization mod <sepia_opacity> 0.250.
1280 x 720 , 14 MB ,Fire of heavy machine gun in the final mission
http://www.megaupload.com/?d=96KXHO81
With 1.06 pacht and sepia 0,500 1280 x 720 , 19 MB , Fire of heavy machine gun in the final mission
http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html
Select FREE,
Realism optimization mod AI , 50 MB <sepia_opacity>.
http://www.megaupload.com/?d=MIB2A39G
Character Skin Video 1280 x 720 , 19 mb original post efect +Sepia 0,250
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Now it will prove its file." post efect". with sepia in 0,250. I have installed mod copying the archives in the folder spanish.
original post efect +Sepia 0,250
original post efect +sepia 0.500
Realism optimization mod post efect + sepia 0.375
Character Skin Video 1280 x 720 , 19 mb original post efect +Sepia 0,250
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I am using the file “post efect†default with <sepia_opacity value= " 0,250 "/>. I have not liked the result of his file in "Norad " , nor in “Buldogâ€.
With Realism optimization mod <sepia_opacity value= " 0,250 "/>.
, 1280 x 720 , Fire of heavy machine gun in the final mission
http://www.megaupload.com/?d=96KXHO81
With 1.06 pacht and sepia 0,500 1280 x 720 , Fire of heavy machine gun in the final mission
http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html
Select FREE, down,
With Realism optimization mod <sepia_opacity value= " 0,250 "/>.
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The reason ati can do this is they have 48 pipe lines compaired to nvidea chipsets which have only 24 pipe lines .
They are 48 motors of shaders, not pipelines. And the HDR+AA whit FP16 is possible by rops orthogonal of the 1XXX
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Pardon, but already I have put it several times.
http://download.nvidia.com/developer/prese...red_Shading.pdf
6800 series
launchAnti-Aliasing with Deferred Shading
*Deferred shading is incompatible with MSAA
Other AA options?
*Supersampling lighting is a costly option
Lighting is typically the bottleneck, pixel shader bound
4x supersampled lighting would be a big perf.
*“Intelligent Blurâ€
Full-screen shader, but cheaper than SSAA
True AA- SSAA- is possible with Deferred rendering, in hard present . For example, is system of AOE 3, I believe that it can be possible.
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GRIN has just added Blur it is by no means ANY form of Anti-Aliasing
You fail to read anything huh?
"Today's hardware cannot do deferred lighting and AA at the same time."- GRIN
Nah I dont read at all.....
http://www.ghostrecon.net/forums/index.php...c=34190&hl=

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my screenshots
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The solution is supersampling , bad performance but true AA
http://download.nvidia.com/developer/prese...red_Shading.pdf
Anti-Aliasing with Deferred Shading
*Deferred shading is incompatible with MSAA
*API doesn’t allow antialiased MRTs
But this is a small problem…
*AA resolve has to happen after accumulation!
Resolve = process of combining multiple samples
*G-Buffer cannot be resolved
What happens to an FP16 position when resolved?
Other AA options?
*Supersampling lighting is a costly option
Lighting is typically the bottleneck, pixel shader bound
4x supersampled lighting would be a big perf.
*“Intelligent Blur†: Only filter object edges
Based on depths and normals of neighboring pixels
Set “barrier†high, to avoid interior blurring
Full-screen shader, but cheaper than SSAA
SSAA+HDR FP16- not is deferred rendering- in Nvidia videocards - , with supersampling, to see the fall of perfomance with SSAA.
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I have not liked the system of AA. Blur kills the definition/sharpen , the brightness and effects of many textures. And it does not make good AA. I almost prefer not to use it sincerely.
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screenshots please

Hold on, you'll get some. What do you want in particular?
AA GRIN solution

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Supersampling method with the game engine in AOE 3
http://www.behardware.com/articles/612-8/n...900-gtx-gt.html
Even if it is based on FP16 for the GeForce, HDR can be coupled to antialiasing. How is this possible? It isn´t a multisampling but a supersampling processed by the game engine where the image is calculated at 2.25 times the resolution, or 1.5 times bigger in each dimension (2400 x 1800 instead of 1600 x 1200 for example). If it makes FSAA available for the GeForce, we have to keep in mind that antialiasing quality is much lower compared to Radeon X1000 4x multisampling.


FSAA "4X" = - 40 %
FSAA "2X " = - 20 % ??











































FPS and RESOLUTION
in GR:AW (PC) - General Discussion
Posted
1900xtx + Venice 3800@2750 mhz + 1512mb RAM
1280 X 720 , AF HQ 16x , all settings maximun
Average 40-50 fps -with V-sinc - maximun 60 fps minimun 30 fps
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1900x1080 all settings maximun
Average 30 fps maximun 40fps minimun 20 fps