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synth17dm 15.10.20 07:52 pm

FIX Global Lighting and RTGISSR ReShade (Disaster Report 4: Summer Memories)

All good day, decided once again to share his vision of game lighting. In some places the graphics in the game will be very pleasant, but it is still quite far from ideal. There are some console restrictions - from soap to incorrect shadow work in general. To get rid of these flaws, we need to add just a couple of commands to the document "Engine.ini" along the way - C: users q username q Saved Games q DisasterReport4 q Saved q Config q WindowsNoEditor .. and do not forget to throw on the famous to all Reshade, then the game will be noticeably transformed, shadows will no longer be drawn in a meter from the years, they will acquire a soft and smooth gradient, there will be a real meaning from the flashlight, and lamps and flickering lights, as light sources will get a quality Bloom, near them on the surfaces will appear normal re-reflection of rays.

Screen - imgur. com/a/ucKD13W



Part of what is written below should be added to the dock, and at locations where there is thick fog, smoke from the fire, rain or work on clearing the rubble and dust is a pole, you need to remove 4 lines with the key Fog, because on them the standard haze or filter will look appropriate, and otherwise as for me more preferable clear weather with unlimited range of drawing , what are the cicadas talking about even in the squares with the crowd of people.

(this part is responsible for the blue or gray filter)
"r.VolumetricFog.GridPixelSize=0
r.VolumetricFog.GridSizeZ=0
r.VolumetricFog=0
r.Fog=0"

Entirely it looks like this, by the way works with all the games on UE4:

[SystemSettings]
r.Bloom.Cross=0
r.BloomQuality=0
r.DefaultFeature.Bloom=0
r.FastBlurThreshold=0
r.VolumetricFog.GridPixelSize=0
r.VolumetricFog.GridSizeZ=0
r.VolumetricFog=0
r.Fog=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.Tonemapper.Sharpen=0.8
r.Tonemapper.Sharpen=1
r.Color.Mid=0.6
r.DepthOfFieldQuality=0
r.DefaultFeature.MotionBlur=0
r.Motionblur.Max=0
r.MotionblurQuality=0
r.BlurGBuffer=0
r.Shadow.DistanceScale=15
r.Shadow.MaxResolution=512
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.25
r.Streaming.PoolSize=2048
r.LensFlareQuality=0

The five main presets for the resadeid that I used to work require a set of effects from Marty McFly, such as RTGI and SSR:
(in the links do not forget to remove the spaces, dock after the jump can be renamed in the format of z.ini)

- sfx Disaster Report 4 v.0 HARO HARO (SSRTGI TEST).ini
Drive. Google. com/file/d/1_Dm8Eze8uprIvm73lPwzjE8_mWwHWAvT/

- sfx Disaster Report 4 v.1 Day Time.ini
Drive. Google. com/file/d/13CtWRMU7Hxgv6-a_UwaC7I12o42xoBFl/
(midday press)

- sfx Disaster Report 4 v.1 Day Time UPDATE.ini
Drive. google .com/file/d/1zMcYObP5yulq9jeIvqwpHF9QGAu38aWx/
(lite version, the difference only in improved clarity, visibility in darkened places and brightness of daylight, color palette is not affected)

- sfx Disaster Report 4 v.2 Perfect Sunset.ini
Drive. Google. com/file/d/1JXcIfLBdSzXChuRm_RaItHvq-WR_NZ--/
(will make your evenings unforgettable)

- sfx Disaster Report 4 v.3 Dark Metro And Real Nights (Brightness 25).ini
Drive. Google. com/file/d/1vLsurxgbb9yBOHNvXtWnuPtPvma6McKM/
(for metro and realistic dark nights)

- sfx Disaster Report 4 v.4 Rainy Silent Hill.ini
Drive. Google. com/file/d/1manF6DplfX8S2kg6utGh7-TGTnEk9zaT/
(will add rain to the wharf)

- sfx Disaster Report 4 v.5 Smoking Graves.ini
Drive. Google. com/file/d/1GkmayYy1kNGY-g6ti5Zwjh5D_0T4MKQO/
(Preset "smoking graves" is made especially for just one location, where you need to find flowers after a fire, changes a bright lilac tone to a gloomy, closer to sepia)

- sfx Disaster Report 4 v.6 Anime.ini
Drive. Google. com/file/d/1VDINAD9wDvRHg134HqpRmPb0pk6FNHSc/
(gives the image matteness and black contour on models, in style preset resembles anime)

- sfx Disaster Report 4 v.7 More Dark Less Colors SSRTGI (Brightness 35).ini
Drive. google .com/file/d/1RWKwsZb5KByxyZFcLr9pc7PJyI7Xpn0b/
(will give the image a similarity to psvr picture, makes bright blue earthy matte, the saturation of colors is lowered to -0.20, darkness on the location is distributed more evenly, with no strong winds around the corners)

- sfx Disaster Report 4 v.8 More Dark Less Colors CLEAN.ini
Drive. google .com/file/d/17yA9pJiJKCGXLNUTDov4WA7ev6q6QY4N/
(review range higher than in the 7th version)

- sfx Disaster Report 4 v.9 More Dark Less Colors BLOOM.ini
Drive. google .com/file/d/1Dwn_G_Ny9rKGweNxtZbvhAGOPqxtEUph/
(the lamps in the corridors consecrate the rooms a little better)
28 Comments
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synth17dm 15.10.20

For comparison, almost everyone getting into the subway do not have any need for a flashlight, although according to the logic of things and the plot it is not only gg, Nps also uses it, tk in the subway after the earthquake problems with electricity and light. If you go into it with the standard brightness at 50, it will be light as the day under the sun, which completely kills the atmosphere. Therefore, it is necessary not only to reduce it to 25, but also to add to this decide with a night preset, that one slider does not solve anything. Then the darkness will become darkness, not just a fantasy of the developer.

Screen - imgur. com/a/TJk2edF

s
synth17dm 15.10.20

X_ray_83
In the resixeida there is a setting Colorfulness.fx, along with the rest, there are about 200 of them and no one prevents you from twisting this very saturation of colors in the most negative or vice versa, as well as the temperature, shade, contrast, etc. This is the meaning of this resadeid, adjusting a particular image or location for yourself. All have different graphics cards, monitors and matrix, different calibration, one matte TN matrix on an inexpensive laptop, and the expensive IPS monitor, sharpened special for professional designers costing under 100k, with additional calibrated master and these are two completely different things, like the game on TV through HDMI, I think it is no secret that their cost can differ from 3000 on Avito. In addition, everyone has different perceptions, vision also changes from lighting in the room, we see the world differently in principle. These presses, like any other, just as a basis, and not a ready standard solution with one slider in brightness, so claims of "vomit" always say only one thing, the person who says as a rule of all the above is not something that does not take into account, but has never understood and it is not a reproach or a banal insult, but simply as it is and in fact. SSRTGI first of all gives an opportunity to work with the depth of the buffer DX11, try to twist the saturation in the negative, if not scared, try to study other parameters and bring your version to the ideal, you can even share here, perhaps that someone will be useful, because it is not difficult, right?

s
synth17dm 15.10.20

X_ray_83
Here's how some of them looked like the game and how it can look with these settings. A random example of what a person saw and what I had after adjusting for myself and on a particular equipment. How you display the screenshot I do not know, it is possible that the saturation of colors and in this case will seem to you redundant, it is normal, because I did not raise it at all, do it only in games. If you like the option that above, there is no problem, no one forbids to pass the game on a default or a flat, here as someone more convenient.

Screenshot in ful hd - imgur. com/a/2MtHWeW

s
synth17dm 15.10.20

This is what "sfx Disaster Report 4 v.1 Day Time.ini" looks like on the link above, again, on the mobile phone and different monitors the picture will be different, so everyone will see this image in their own way, faded or oversaturated, it is not something of a defect, it is features of different equipment.

s
synth17dm 15.10.20

From the top default, from below SSRTGI, unfortunately the reflection of the sun and the sky on the water even under the bridge decide not correct, but at least on the PC you can lower the contrast separately at the bridge above the glowing surface of the water, the benefit of all this happens automatically, where the shadows become lighter and more difficult, and where it is necessary by logic will strengthen. This effect is mainly achieved with RGTI and SSR, but is also supplemented by the imitation of eye adaptation in the work of EyeAdaption.fx and additional reflections from Reflection.fx and AmbientLight.fx, FilmicPass.fx and MultiLUT.fx go as the finishing touches. About in this priority I appeal to them, their order in the list also plays a role, in total in presets usually use about 20 different effects.

s
synth17dm 15.10.20

Top default, bottom of SSRTGI.

- sfx Disaster Report 4 v.0 HARO HARO (SSRTGI TEST).ini
Drive. Google. com/file/d/1_Dm8Eze8uprIvm73lPwzjE8_mWwHWAvT/

s
synth17dm 15.10.20

- sfx Disaster Report 4 v.6 Anime.ini
Drive. Google. com/file/d/1VDINAD9wDvRHg134HqpRmPb0pk6FNHSc/
(gives the image matteness and black contour on models, in style preset resembles anime)

X
X_ray_83 15.10.20

synth17dm
And yes and yes I have an H IPS matrix but even it shows no natural colors, you need to calibrate the monitor !

s
synth17dm 15.10.20

X_ray_83
It's like the Kurasawa effect in the Ghost of Tsushima, someone who's normal, someone won't touch it. We are talking about the default possibilities of the game, possible and options to achieve the desired result. The difference in the screenshots is obvious, the reseid here acts only as an additional option in the menu, with settings changing the image, which again help to see where the game does not allow it, the passage shows that in the early versions of the bugs were even more expensive.

Here is another example, there is no texture at all, all solid black and calibration here is absolutely not and does not help - imgur. com/a/O56H654

Because of the imperfection of DR4, or rather the way the developers used UE4. Is this a point you don't understand or dislike? I don't understand your grievances, it's like everything's Russian, and you're going to be snaring again. Here, for all those who are still tank, in the game in the settings there is only one slider - Brightness and its obviously not enough. In the game, objects in the shadows are often absolutely invisible, in the interior, although there may be a lamp as a light source. I hope you understand that now you will understand - it allows you to average different places (even without photoshop), in terms of "a little twisted brightness". As a result, all objects that are in the shade and those that are directly under the sun, are displayed normally, without overexposure and unnecessary shading, and the tone, saturation and everything else is just a matter of taste. Thinking here is enough, and what I do you just should not bother. This is not your house and no one takes time in debt, you yourself why spend it here and you look doubly funny, however, it would be better to go sawing tutuers for women and colorblind, the great expert photoshop ophthalmologist, give greetings to his friend cap obvious))

X
X_ray_83 15.10.20

synth17dm
In the game objects in the shadows are often completely invisible, in the interior
This suggests that you have a cheap monitor usually the problem of cheap matrix IPS and VA )))
In general, it is desirable to update your monitor with the 8-bit-FRC matrix and will be seen at 350-400 kd/m2 in the dark.
Or calibration if there is no money for the new monitor and do not torment people with this tastelessness and draped flowers.

s
synth17dm 15.10.20

X_ray_83
This is all your exorbitant imagination, I did not think and did not allow myself to express themselves so much about them, to them I have only respect, the game is excellent, there are minus and pros. However, it is not surprising, the port on the PC console games has always been full of various surprises - the lack of localization, keyboard support instead of the controller at the beginning in the later modified, the lack of mouse sensitivity is still available, etc., including detailed lighting, as in more advanced games. All this in general, if desired, solvable, the only thing there not to fix is the total silence, the silence of a huge number of identical nps, although on the other hand looks creepy and persistent, like that silent laugh of an incomprehensible girl, in the dark on the stairs.

s
synth17dm 15.10.20

X_ray_83
Again, there are objects without textures, solid black color, and on them NPS are quite visible, still unnoticed?

X
X_ray_83 15.10.20

synth17dm
You're going to have to figure one thing first.
In the game, objects in the shadows are often completely invisible
You can see everything there, otherwise you would not have passed the location in the subway, there was a dark everywhere !
saturation and everything else is just a matter of taste
Not a horseradish "business of taste" spoiled all colors, appeared "red" in everything !

s
synth17dm 15.10.20

X_ray_83
who spoiled you where where, you will decide, good day and good health))

PD80_04_Color_Temperature.fx - one of those parameters that helps to give shade, red, blue, whatever you want, the branch itself for this and created, so that the issues of setting up the image are solved constructively. By the way in those. NVIDIA, too, write, and then they allow themselves a lot, it is terrible to say, but the Greens also have a similar tool, NVIDIA Freestyle, not only that, it helped to develop the very guys who made and support ReShade, but do not tell anyone, and then on the ship then exactly will rise a riot, masters of photoshop from the society of broken pixels, who know it to lead, it is better not even to think and make a look.

X
X_ray_83 15.10.20

synth17dm
So where are the draped colors and why do you suffer from the thought of flowers?
Because it spoils the style of the game, and it has been gloomy since the days of Playstation 2, but you haven't played either PS2 or wii in this game, so there's no use in explaining the obvious (((

s
synth17dm 15.10.20

Comparison of platforms and variations: PS4 - PSVR - PC Default - PC ReShade

s
synth17dm 15.10.20

Pillars on PSVR white, on PC GOG blue

s
synth17dm 15.10.20

- sfx Disaster Report 4 v.7 More Dark Less Colors SSRTGI (Brightness 35).ini
Drive. google .com/file/d/1RWKwsZb5KByxyZFcLr9pc7PJyI7Xpn0b/
(will give the image a similarity to psvr picture, makes bright blue earthy matte, the saturation of colors is lowered to -0.20, darkness on the location is distributed more evenly, with no strong winds around the corners)

Screenshot 3840x4320 - imgur. com/a/FFOup68



In comparison to the defna wave version with custom and decide selected the recommended brightness of the game itself - 35, with it I completely lost a man similar to a road sign. The standard "smoke/filter/fog" is left, although without it the fps are higher.

- sfx Disaster Report 4 v.8 More Dark Less Colors CLEAN.ini
Drive. google .com/file/d/17yA9pJiJKCGXLNUTDov4WA7ev6q6QY4N/
(review range higher than in the 7th version)

Screenshot - imgur. com/a/ixHja1p

Here's the additional content of the modified "Engine.ini":
[SystemSettings]
r.Bloom.Cross=0
r.BloomQuality=0
r.DefaultFeature.Bloom=0
r.FastBlurThreshold=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.Tonemapper.Sharpen=0.8
r.Tonemapper.Sharpen=1
r.Color.Mid=0.6
r.DepthOfFieldQuality=0
r.DefaultFeature.MotionBlur=0
r.Motionblur.Max=0
r.MotionblurQuality=0
r.BlurGBuffer=0
r.Shadow.DistanceScale=15
r.Shadow.MaxResolution=512
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.25
r.Streaming.PoolSize=2048
r.LensFlareQuality=0

s
synth17dm 15.10.20

s
synth17dm 15.10.20