Skyrim PC version manip

Post » Fri Apr 08, 2011 1:20 am

The Depth of Field is strong with this one. :blink:

I mean, I like DoF too, but that's just a little too intense for my tastes. It definitely doesn't look like the default settings for the OGE shader for it, as I'm using it myself.


No, his point was that that's only in conversations. Otherwise there is somewhat less. You really lose a lot of the "Wait, why is everyone standing still" thing when you can't see more than vague details.
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leigh stewart
 
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Post » Fri Apr 08, 2011 12:03 am

It's cool but way too shiny and stuff. I prefer the vanilla graphics.
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Jonathan Windmon
 
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Post » Fri Apr 08, 2011 5:54 am

The Depth of Field is strong with this one. :blink:

I mean, I like DoF too, but that's just a little too intense for my tastes. It definitely doesn't look like the default settings for the OGE shader for it, as I'm using it myself.


It is. The resultant blur is dependent on how far away you start the conversation. (Because of optics)

Get WAYYY up in their grill and it'll look like that.

http://s1022.photobucket.com/albums/af346/jonwd7/Oblivion/?action=view¤t=ScreenShot23.jpg

... Good thing the mod I'm making only turns on the intense blur for conversations. So then what is so wrong with a strong DoF? :) I don't have to play the game in first-person like that.

No, his point was that that's only in conversations. Otherwise there is somewhat less. You really lose a lot of the "Wait, why is everyone standing still" thing when you can't see more than vague details.


Correct. You get a cookie! But I ate it. The only thing that "animates" in convos is flickering lights.
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JESSE
 
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Post » Fri Apr 08, 2011 7:56 am

No, his point was that that's only in conversations. Otherwise there is somewhat less. You really lose a lot of the "Wait, why is everyone standing still" thing when you can't see more than vague details.

Yeah. My DoF isn't like that in conversations at all. It's much lighter.


It is. The resultant blur is dependent on how far away you start the conversation. (Because of optics)

Get WAYYY up in their grill and it'll look like that.

http://s1022.photobucket.com/albums/af346/jonwd7/Oblivion/?action=view¤t=ScreenShot23.jpg

... Good thing the mod I'm making only turns on the intense blur for conversations. So then what is so wrong with a strong DoF? :) I don't have to play the game in first-person like that.

Ah. That makes A LOT more sense now.

Still though, my DoF is never that powerful even when I am that up in a person's grill. Are you using the circular, or hexagonal bokeh?
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krystal sowten
 
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Post » Fri Apr 08, 2011 3:34 am

I'm not sure if you have a copy of the GI yet, but it's clear all the screen shots were taken from the Xbox 360. Skyrim looks more or less like a slightly upgraded, detailed version of Oblivion on the 360.


I couldn't really tell very much from those screens, since they were really low resolution, but I can say this proper screen looks pretty nice to me.
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StunnaLiike FiiFii
 
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Post » Thu Apr 07, 2011 10:31 pm

- HDR
- Depth of Field
- Dynamic shadows (granted this feature is probably implemented but not too visible due to Overcast weather)
- Soft particles (for the waterfalls)
- Radiosity
- Ambient Occlusion
- Larger view distance
- Post-processing filters: Color grading, filmgrain
- Tesselation (most noticeable around mountain edges)

I'd really like to see that picture without the post-processing filters.
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Curveballs On Phoenix
 
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Post » Fri Apr 08, 2011 6:50 am

I couldn't really tell very much from those screens, since they were really low resolution, but I can say this proper screen looks pretty nice to me.

It's very nice. Don't get me wrong. I can just tell it was taken from the 360. When we start seeing some PC screen shots, we will start to see the extra finesse that the 360 lacks, and that ultimately make a huge difference in outlook.
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Rodney C
 
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Post » Fri Apr 08, 2011 12:56 am

Yeah. My DoF isn't like that in conversations at all. It's much lighter.


I'll give you time to respond to the post above yours (where I address those things). But I must ask, are you actually using the newest bokeh shaders? He separated them out into two separate shaders _Hexagon_ and _Circle_?

Anyway, I haven't touched the shader settings.

Ah. That makes A LOT more sense now.

Still though, my DoF is never that powerful even when I am that up in a person's grill. Are you using the circular blur, or hexagonal?


Well, the shots are all clearly hexagonal... :tongue:
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Abi Emily
 
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Post » Thu Apr 07, 2011 6:52 pm

Well, the shots are all clearly hexagonal... :tongue:

Huh. I'm using circular.

I guess hexagonal is just a bit more "pungent" than circular. :tongue:

I mean yeah, it doesn't look bad, but it also hurts my eyes a bit. lol.
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Nick Swan
 
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Post » Thu Apr 07, 2011 6:22 pm

Here's my attempt:

http://i1022.photobucket.com/albums/af346/jonwd7/Skyrim/Markarth01_EDIT.jpg?t=1295366513 vs http://static.zenimax.com/bethblog/upload/2011/01/Markarth021.jpg

(Toggle between tabs if you can)

I suggest if you want to fake SSAO you do it so that the SSAO goes where it should. Maybe study the topic, look at some games with just the SSAO applied. :)


That definitely looks better. However I think the original was taken with an overcast sky. The modification just looks like the sun came out.
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WTW
 
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Post » Thu Apr 07, 2011 8:50 pm

Now that one looks good.

Why thanks. It may have gotten lost in the flurry of posts, I'll post it again.

Here's my attempt:

http://i1022.photobucket.com/albums/af346/jonwd7/Skyrim/Markarth01_EDIT.jpg?t=1295366513 vs http://static.zenimax.com/bethblog/upload/2011/01/Markarth021.jpg

Like the OP, I focused on better lighting. I'm not sure why ours ended up so different though. ;)

Edit: Gah, ninja'd!

That definitely looks better. However I think the original was taken with an overcast sky. The modification just looks like the sun came out.

That's not necessarily true. Overcast skies can still have some directionality to their lighting, causing soft shadows, and darker sides to things. That's all I did really.

Even in an overcast sky, the underneaths of bushes should be dark.
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DarkGypsy
 
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Post » Fri Apr 08, 2011 7:59 am

Great work on the latest image. And ours look so different because I packed in a whole lot of other screen shaders, not just SSAO. Granted those manips probably look far worse than the real filters would in the actual render, (or if we had the z-buffer to work with) I was just trying to convey the general idea of adding layers of post-processing effects to avoid the washed off colors and lack of shadow contrast that plagues Vanilla Oblivion. I also tweaked the lighting a bit to enhance self-shadowing, which is very subtle in the released shot.

It's obvious that while the screenshots we've seen so far are gorgeous, they're not revolutionary or pushing the boundaries of photo-realistic imagery. They're still very artistic and there's only much we can do to improve them in that sense (at least using Photoshop). As we've seen in this thread, everyone has their own opinion of what looks best, so it would be a good idea to allow a nice degree of customization according to personal taste and available hardware.

The general consensus is that my interpretation looks overdone, and I'm inclined to agree. However, as lovely as those textures and environment look in the original image, I'm still concerned about the fog range (which may be intentional due to the weather) and the overall lack of contrast in this image (which may also be due to the weather). Sadly, this can't be easily edited, we'll have to wait and see. But if they're advertising dynamic shadows, there is no reason to believe they're overyhyping the engine.
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BRAD MONTGOMERY
 
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Post » Fri Apr 08, 2011 8:34 am

Yeah, that's not a good OBGE example at all.

This is admittedly a bit dark, but the bitmaps always turn out darker for me (same goes for the before):

http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot19.jpg?t=1295365401
http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot18.jpg?t=1295365402

That is NFAA, SSAO, bleach bypass, and a vignette. I also have Godrays and DoF (in third person, a slight DoF, in conversations a cinematic DoF, and a fast auto-focus DoF for bow usage)

Here is the Bokeh blur shader in conversations:

http://i1022.photobucket.com/albums/af346/jonwd7/Oblivion/ScreenShot20.jpg?t=1295365514

The FPS dives with the bokeh blur, as seen in the shot. I am usually capped at 30FPS. The performance issues with DoF is why I made a mod to turn on/off DoF based on certain events.


@OP
I think you went a little overboard...

Here's my attempt:

http://i1022.photobucket.com/albums/af346/jonwd7/Skyrim/Markarth01_EDIT.jpg?t=1295366513 vs http://static.zenimax.com/bethblog/upload/2011/01/Markarth021.jpg

(Toggle between tabs if you can)

I suggest if you want to fake SSAO you do it so that the SSAO goes where it should. Maybe study the topic, look at some games with just the SSAO applied. :)


Yeah, much better Jon, the original still looks great but your edit is a nice step toward what it will look like on pc, though it will probably look even better than that.

@OP I think you went a little overboard with shaders and bloom. It was a nice change but I think I just got a brain tumor from the fake HDR.
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lydia nekongo
 
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Post » Fri Apr 08, 2011 4:17 am

The epicness is too much

TOO MUCH *faint*

the second one is way too saturated so meh
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Connor Wing
 
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