![]() ![]() The game really should've shipped with a 2nd reflection setting for water bodies only like in RE7. You really are not missing anything but making image quality worse for a lot of wasted performance. ![]() I tweaked around with those settings in games like MGSV and such and it leaves some flickering and other anomalies because its rendering highest possible settings at double your native res THEN reprocessing it all again at. (It's bad enough that having the character model occlude the floor in front of it causes a ton of ghosting effects with TAA enabled) Image quality at 100 is staying at native resolution so if you have a 1080p monitor, its 1920x1080 and so on for higher. ![]() Which causes the effect to constantly draw in and out in an area it shouldn't. On small bodies of water on the ground, like in the showers on the 2nd floor it is applied to the surface of the water but no real reflections are actually visible it just creates a warping/smearing effect on the surface of the water instead due to the reconstruction not being temporally stable.ĭue to being screen space it creates a huge number of depth dicontinuities due to the space in front of the character models being occluded in screen space. It has a lot of ghosting in motion as they are using a separate reconstruction method to filter the low quality noisy input to save performance. It turns static specular reflections on many surfaces into smeared messes (The Main Hall is a perfect example of this.) SSR is applied in tons of places it shouldn't be It only looks good on large bodies of water but not all. It takes the place of a lot of static cube mapped reflections that just look far better when SSR is disabled. Specially in the Labs wallsYou really won't though. It has its flaws yes but you will lose a lot of detail in the scenery. I don't recommend turning off SSR though. Also make sure you're not using Interlaced mode in the Rendering Method option. Still is this alright now? Please take a look at the railing of second floor, I got these wierd black shadow bugs almost everywhere. By using a short exposure HDR+ avoids blowing out highlights, and by combining enough shots it reduces noise in the shadows.Originally posted by Fekx:So this is with TAA. However, bracketing is not actually necessary one can use the same exposure time in every shot. This makes alignment hard, leading to ghosts, double images, and other artifacts. Unfortunately, bracketing causes parts of the long-exposure image to blow out and parts of the short-exposure image to be noisy. "One solution is to capture a sequence of pictures with different exposure times (sometimes called bracketing), then align and blend the images together. "If exposure stays the same, then ISO must be the variable that changes slightly with each exposure" No, as they only combine "underexposed" frames. Furthermore Google often said that HDR+ only combines frames with the same(!) exposure, only underexposed frames. The Google Nexus 5x doesn't offer HDR+ dng files, so I had to test this with a modified Google camera app apk, which produced the same jpgs and exif data as the stock camera app. "the exposure time shown in Google Photos (if you press "i") is per-frame, not total time, which depends on the number of frames captured"įurthermore I have tested with the Google Nexus 5x that about the same highlights are blown out in the HDR+ dng file as when I capture a single(!) frame dng file with a third party app with the same exif exposure time and Iso. The exif data is related to the exposure time of a single frame, therefore it would be inconsistent to relate Iso to the total exposure time. ![]() Dereken, combining multiple frames doesn't affect Google's Iso number. ![]()
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