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Alright, lens dirt and lens flares it is then. I might quickly squeeze that in after I get an effect I'm working on done.
The tessellation for which effect, what are you referring to? If you mean the displacement mapping, it wouldn't be used everywhere: just on specific surfaces.
As for Nvidia products I have bad news: none of them really, maybe HBAO+ is an exception, will work on AMD hardware. I know this for a fact.
I'm not going to change my designs just because of that though. There will be plenty of effects to choose from that everyone can use.
As for the visual improvements and performance: of course everything will be optimized for maximum performance. On top of that, pretty much all settings have various quality settings, and even further everything is optional and toggle either via console or through the graphics menu.
It's going to scale well with any given system basically.
Update: I am going to include a rendering change that AMD users should be happy about, but ONLY if I go with subsurface skin rendering. I'm updating the news post now.
Sounds fair enough. I'll post a visors video in a bit. However I hope to have it working on DX11 with the new Bokeh DOF Nvidia just supplied me with. I'll also have HBAO+ and grass shadows enabled.
I have a GTX 970 but at high graphics settings I won't be surprised if there's some slowdown/stutter in the video...but maybe that stutter will be mitigated a bit once I get a hold of ROH's source for 64-bit and optimization :)
So yes: request granted, I'll do that sometime soon.
P.S. That's an SKS with removable mag. A cool fan provided me with it :)
Thanks for the link, but unfortunately it looks like AMD really has very little to offer software wise for graphics effects. There's not much that can be done about that. I'm sorry.
Don't be concerned: there will be plenty of effects to play with.
I also will not be removing the contact hardened shadows or the HDAO: in they stay.
It's what happens when you have too much time on your hands, lol.
In terms of those two teams, I don't believe we're working together. It might be the same team, I'm not up-to-date on all the latest mods out there.
There will be a proper news update within two weeks. Two weeks is my self-made deadline. The topic will be graphical enhancements and what we are doing and what we hope to accomplish.
If you haven't subscribed yet be sure to do it so you get the news as soon as it's available!
Update: Changed the blend method to Multiply...and there is now a huge world of difference between HBAO and HBAO+. It just looks fantastic, and most importantly the effect stretches out for a very long distance.
I'm tempted to contribute the code for this to Open Xray, so watch Github in a few days.
I still need to tweak the settings though as well as make it so the different AO quality options have an effect on it.
PCSS temporarily removed due to stability issues. My fault: it was shoddily implemented. I'll add it back later.
Nice. Adds a lot to immersion having these extra dialogue choices. Good work.
I can also say that having used GSC's CHS and then using the new PCSS, the PCSS shadows have zero jaggies on even the normal shadow map setting, they soften more realistically, and most importantly they display shadows in a more "correct" and often way.
I can't do some comparison shots between PCSS and CHS since CHS was removed, but I can do some shots comparing default shadows and PCSS if that would help.
FXAA does indeed blur things, the shader was already done though so I figured I'd include the choice.
There is also SMAA included, which obviously is much better.
Good point though, might just remove FXAA entirely and leave people with SMAA.
HDAO was in the original game. I don't see how what I wrote could have been so confusing for you but whatever.
What? Where did you get that? AMD users can use SSDO. For that matter AMD users can use HBAO too.
That's how I feel too. SSDO also allows for colored shadows, but I haven't seen any yet (probably because it's only partially implemented right now).
Guys: don't ask when we're going to release the mod. I'm being asked this a lot lately.
The answer is "when it's done".
Great work! I'm really looking forward to the final, English-translated version! :)
I just looked up the effective range of 9x39mm and you're right: it can reach 300/400m. I'll correct that.
Amazing. Great work!
The long standing bug (it's been about a month now) in our source code has been fixed!
Well not really fixed...it turns out it was the scripts and we needed to update them :P
Lots of time wasted on that, but we have some exciting new features we'll be discussing soon.
That weapons list is about the most people are going to get out of me for weapons for a while: the focus now is on far cooler aspects of the mod :D
That's enough votes. The SPAS-12 will stay then. I actually found a good model and skin so we're in business.
It's going to be dependant on where you are (indoors, outdoors, underground, etc.)
The echo you hear is indeed the "outdoor echo" as I need to add a whole bunch of space restrictors around the maps before I can get indoor echos working.
Not soon. When it is done.
The SPAS-12 seems to be a hit among some of you. If you want the SPAS to be kept then upvote my post as a way for me to know. If enough people really want it I'll try and keep it in and find a good model/skin for it.
Yeah, this is where I come out too (I upvoted you earlier but someone downvoted you it looks like).
I'm going to remove the SPAS-12 and just have the Saiga take it's place.
No love for this I guess :(
Maybe I should give it the boot?
When it's done.
I can't find a single decent SPAS-12 skin for any model, plus I just flat out am not a fan of it.
If enough people want it I suppose it can stay, but I'd need to find a better model with a really nice skin. I'd ask Aytabag to skin it but I already have the poor guy doing a million things for us.
Yes, that's the model I'm referring to, but I hate the skin. If I can't find a better one I might ask Aytabag to reskin it.