Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Phantasia on January 20, 2019, 08:03:51 AM

Title: Testing the New Shaders
Post by: Phantasia on January 20, 2019, 08:03:51 AM
As Soren released a new preview of his shaders through overrides, I thought I'd open up a topic to better keep track of compare/contrast screenshots.

Primarily, my interest/concern lies with the differences with vibrance enabled/disabled. As of now, there is an enormous difference (at least for me) concerning yellows/oranges with vibrance turned on. It can be quite overbearing, and has a pretty negative effect on black reflective colors; potentially metallic colors as a whole. It will require some testing, but this is what I've come up with so far in a variety of areas.

Vibrance on/off respectively:

OOC room:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536524450972303410/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536524523361665024/unknown.png)


Chinatown:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536524847946268681/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536524886655500301/unknown.png)


Lady's Rest:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536525766398181376/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536525795687137291/unknown.png)


Outskirps:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536526217797697555/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536526295048257536/unknown.png)


Forrest:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536526736045637648/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536528941389709312/unknown.png)


Vallaki:

Spoiler: show
(https://cdn.discordapp.com/attachments/190346226166792192/536529973620506644/unknown.png)
(https://cdn.discordapp.com/attachments/190346226166792192/536530012656893972/unknown.png)


Temple w/braziers:

Spoiler: show
(https://cdn.discordapp.com/attachments/190346226166792192/536529611341955072/unknown.png)
(https://cdn.discordapp.com/attachments/190346226166792192/536529681172791306/unknown.png)


As can possibly be seen, some areas benefit greatly from vibrance, while others become, in my opinion, entirely muted.
This could be because the day is quite hazy out and it will require further testing.
*Vibrance seems to do far better out doors than it does inside. The yellows can become rather saturating.
**General area lighting differences seem solid and rather noticeable when cast on the character model.

Though this is more than open to the rest of the community to submit their shared experiences with the new test shaders. Will post more later. Could use some caverns and just about anywhere else. Clear days, nights, etc.
Title: Re: Testing the New Shaders
Post by: Soren / Zarathustra217 on January 20, 2019, 08:19:59 AM
Thanks for the input :)

To others interested, you can download the package here to test yourself: https://drive.google.com/open?id=1A0A4GSJjk-2NSp_-mYXVJ-WOYQE2NThM

I normally don't play with the vibrance shader myself, but I can imagine that it might need some tweaking to adjust to these changes. I'll look into that.

Title: Re: Testing the New Shaders
Post by: ILLY6666 on January 20, 2019, 08:27:25 AM
I feel they made the vibrance shader too damn vibrant. It just ends up hurting my eyes so I never use it. Maybe if it could be halved in intensity it would actually be nice to use.
Title: Re: Testing the New Shaders
Post by: Phantasia on January 20, 2019, 09:17:49 AM
Messing with some armor reflections (original content and also community):

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536548981866496000/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536549490023464980/unknown.png)
(https://cdn.discordapp.com/attachments/215468848692854784/536550254481244170/unknown.png)
Title: Re: Testing the New Shaders
Post by: Soren / Zarathustra217 on January 20, 2019, 09:43:08 AM
BTW you can adjust the vibrance with the console command "vibrance_vibrance". The default is 0.7.
Title: Re: Testing the New Shaders
Post by: ILLY6666 on January 20, 2019, 09:58:10 AM
BTW you can adjust the vibrance with the console command "vibrance_vibrance". The default is 0.7.

Oh? I'll have to check that out. In the past I've just used SweetFX for that kinda stuff.
Title: Re: Testing the New Shaders
Post by: Socha on January 20, 2019, 03:40:17 PM
I drag and dropped the override files into the override folder, launched the game and got this, which I presume means I'm missing something, somehow:
Spoiler: show
(https://cdn.discordapp.com/attachments/461044045452541982/536641797854593036/unknown.png)
Title: Re: Testing the New Shaders
Post by: Phantasia on January 20, 2019, 06:40:22 PM
An area with some pretty powerful lighting ever since I installed the shaders:

Dementlieu, outskirts:

Spoiler: show
(https://cdn.discordapp.com/attachments/215468848692854784/536691173725569027/unknown.png)
Title: Re: Testing the New Shaders
Post by: Phantasia on January 20, 2019, 10:32:17 PM
Ultravision bugs/functionality.

It seems that stepping into darkness with ultravision up with the new shaders causes everything to go high contrast white. Could be a light source being emitted unintentionally:

Spoiler: show
(https://cdn.discordapp.com/attachments/271435427141910529/536748798089625612/unknown.png)


Additionally, Ultravision seems to cast a more pronounced light source now (instead of just being a blanket zone as before). Interesting if intended, but if not, another bug:

Spoiler: show
(https://cdn.discordapp.com/attachments/271435427141910529/536747759441674240/unknown.png)
(https://cdn.discordapp.com/attachments/271435427141910529/536747708132753410/unknown.png)
Title: Re: Testing the New Shaders
Post by: AgentGibbs on January 21, 2019, 12:55:09 AM
I failed to take a screenshot of this but the shadowing on old Svalich road, where the ogres spawns causes your character to almost look blacked out, and with the snow in the mountain in the zone right next to Lysaga hill, you actually can't see anything. Next time I walk through them I will take screenshots, but otherwise all the colors/shaders/shadows have looked great.
Title: Re: Testing the New Shaders
Post by: Soren / Zarathustra217 on January 21, 2019, 06:25:41 AM
Thanks for the feedback all, keep it coming!

To anyone interested, I've made some fixes to the vibrance shader that you can download here: https://drive.google.com/file/d/12TNJYSrHAYpEJu5IBqLhZUkup9NLQLuy/view?usp=sharing

It still defaults to a pretty high level of saturation though, so I recommend you lower it to something between 0.2-0.5 using the "vibrance_vibrance" console command (to me, the sweet spot is 0.3).
Title: Re: Testing the New Shaders
Post by: ILLY6666 on January 21, 2019, 10:00:25 AM
Thanks for the feedback all, keep it coming!

To anyone interested, I've made some fixes to the vibrance shader that you can download here: https://drive.google.com/file/d/12TNJYSrHAYpEJu5IBqLhZUkup9NLQLuy/view?usp=sharing

It still defaults to a pretty high level of saturation though, so I recommend you lower it to something between 0.2-0.5 using the "vibrance_vibrance" console command (to me, the sweet spot is 0.3).

Awesome, gonna check this out later!
Title: Re: Testing the New Shaders
Post by: AgentGibbs on January 22, 2019, 07:47:53 PM
Here si the shadows in the ogre forest, but its not snowing anymore so I couldnt get that one.

Spoiler: show
(https://puu.sh/CAQ51/75428ce73a.jpg)
Title: Re: Testing the New Shaders
Post by: Soren / Zarathustra217 on January 29, 2019, 08:56:28 AM
I've updated the package with various fixes and improvements and additionally included the fixed vibrance shader.

Download it here: https://drive.google.com/file/d/1QrFk6kWCGiIShTon0Tt-0PYeqKk6bbcb/view?usp=sharing

Please the feedback coming!