The High-Res Screenshot Thread!

Thanks again for posting them!

But, like I suspected, the draw distance is not great at all - you cant even see horizon on them due to heavy fog. Draw distance from IL2:Cliffs of Dover for example (no fog to cover pop-up, easy to spot your pray down low while flying high - like it should be. In WoP most flew along the deck due to bad draw distance):

Launcher2012-01-0318-26-19-56.jpg


Launcher2012-01-0318-16-09-29.jpg

Hey mate..

Thanks for posting those pics...

I have now got CLOD and have tried ROF and both of them don't look anywhere near as good as yours do...

Running an i5 2500k @ 4.2 8gig of ram and. 6950 unlocked to a 6970. Everything is set at high, so I have no idea how yours looks so good .. Could you post your gamma settings or any config changes you have made please...

Pick up my x52 tomorrow as well, got it for a bargain price of £30. Used twice still in the box..
 
Strike Fighters 2 : Europe - Very heavily modded. TBH the stock game planes look very good but the terrains, environment & weapons/ground objects look very poor but the "mod-ability" of the game in immense!

sf2e01.jpg


sf2e06.jpg


sf2e29.jpg


sf2e26.jpg


sf2e23.jpg


sf2e20.jpg


kf2-hammer06.jpg


sf2e27.jpg


An example of the original objects quality Vs the Modded stuff - I massive improvement.

oldandnew.JPG
 
Hey mate..

Thanks for posting those pics...

I have now got CLOD and have tried ROF and both of them don't look anywhere near as good as yours do...

Running an i5 2500k @ 4.2 8gig of ram and. 6950 unlocked to a 6970. Everything is set at high, so I have no idea how yours looks so good .. Could you post your gamma settings or any config changes you have made please...

Pick up my x52 tomorrow as well, got it for a bargain price of £30. Used twice still in the box..

Hey:)

First thing to try is to choose a later time in mission editor, say 5-6pm, as at noon colours are washed out and there are no long tree shadows etc. Secondly, in ROF, I disable HDR as it messes up with AA, and also turn off Bloom. Lastly I increase the saturation in the config file...

Here is my Rise of Flight config (Rise of FLight/data/startup.cfg):

[KEY = graphics]
desktop_center = 1
dither = 0
filter = 3
forest_distance = 4
forest_quality = 1
fps_limit = 60
full_height = 1050
full_width = 1680
fullscreen = 1
gamma_b = 0.96000
gamma_g = 0.96000
gamma_r = 0.96000
grass_quality = 9
land_textures = 0
landscape_mesh_quality = 1.00000
lights_count = 20
mgpu_compatible = 0
multisampling = 3
objects_distance = 1.00000
post_bloom_enable = 0
post_contrast = 0
post_dof_enable = 0
post_drops_enable = 1
post_effects_enable = 1
post_hdr = 0
post_sharpen = 0
reflection = 2
saturation = 1.00000
shaders = 3
shadows_quality = 1
supersample = 0
texmipdown = 0
vsync = 1
win_height = 1050
win_width = 1680
[END]

As for CloD, first you need to install the AA injector (http://forum.1cpublishing.eu/showthread.php?t=28978) and disable the Anti-epilepsy filter in the options.

I think thats enough info for one post:) Let us know how you get on.
 
redline........id love to know exactly what mods your using to get it looking like that :D


I'm using injFX postAA and IMAGINATOR http://skyrim.nexusmods.com/downloads/file.php?id=13049 which allows in-game visual changes to be made. I like it as I find no one visual set up works for all places or times of day, so with this you can change things in seconds and carry on.

I was only testing IMAGINATOR and left my injFX setting active, so it maybe a lucky combo, but you can probably get the same results with it alone.

Textures are mostly the official HD pack with HD plants and herbs with Vurt's pines.

These are my IMAGINATOR settings used in those shots and my injFX settings in 'spoiler' - hope this is of some use.

Tintor
+1 Blue
+1 Orange

Cinimagic
Med Bloom
-4 Sky
+3 Sun

Contrastor
-5 Contrast
-5 Saturation

injFX ini settings.
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_PRE_SHARPEN
#define USE_BLOOM 1
#define USE_TECHNICOLOR 1
#define USE_TONEMAP 1
//#define USE_SEPIA
#define USE_VIGNETTE 1
#define USE_POST_SHARPEN 1
#define USE_FINAL_LIMITER 1

/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 0.1

// Set values of the sharpening amount
#define SharpenEdge 0.01
#define Sharpen_val0 0.1


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1.0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 7.5; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 2; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.3 // 1.00 = Max
#define TechniPower 3.7 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.8 // 1.00 = Max
#define greenNegativeAmount 0.8 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.22
#define Exposure -0.15
#define Saturation 1.2 // use negative values for less saturation.
#define BlueShift 0.36 // Higher = more blue in image.// WAS 0.18
#define Bleach 0.80 // Bleach bypass, higher = stronger effect
#define Defog 0.020 // Strength of Lens Colors.
#define FogColor float4(1.4, 0.8, 0.4, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.

/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.05 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 0.47 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = -0.035;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.00;
 
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basic game is free with cars you can unlock upgrade if you want other cars though you buy them. games pretty good and open beta i think now

http://autoclubrevolution.com/en/

I've grabbed this, very well made. Played a couple of single races in my Corsa :D I have a few credits, but I am wondering, how do I get 'E' money? Is the only way to get that to actually buy it?
 
I've grabbed this, very well made. Played a couple of single races in my Corsa :D I have a few credits, but I am wondering, how do I get 'E' money? Is the only way to get that to actually buy it?

yep unless you rank up and get the free cars think there is like 7 or 8 free cars upto rank 35

i brought evo and skyline yesterday and unlocked the vw scirocco at level ten today :cool:

basically its just a different way of marketing . you get game for free buy cars .
 
yep unless you rank up and get the free cars think there is like 7 or 8 free cars upto rank 35

i brought evo and skyline yesterday and unlocked the vw scirocco at level ten today :cool:

basically its just a different way of marketing . you get game for free buy cars .

And what rank is my first car? This Corsa sounds foul :eek:
 
[MG]http://img854.imageshack.us/img854/3294/bf32012033101491734.png[/IMG]

[MG]http://img7.imageshack.us/img7/4039/bf32012033101475326.png[/IMG]

[MG]http://img841.imageshack.us/img841/7287/bf32012033101473632.png[/IMG]

IMG]http://img528.imageshack.us/img528/3830/bf32012033101364760.png[/IMG]

[MG]http://img138.imageshack.us/img138/8308/bf32012033101260867.png[/IMG]

[MG]http://img37.imageshack.us/img37/9348/bf32012033101122421.png[/IMG]

http://img534.imageshack.us/img534/7978/bf32012033100515637.png[/IG]

[IG]http://img205.imageshack.us/img205/9115/bf32012033100430160.png

IF YOU TYPED THE FUGGING GAME NAME AS PER THE RULES I WOULDNT NEED TO ASK WHAT IT IS
 
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