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bis_iceman

Visual Upgrade – Feedback

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Between 0.6-1.0 overcast the lighting doesn't change at all. From 0.3-0.6 the overcast affects too much lighting. You should smooth those up.

 

0.6 is pretty open sky, even when there's chance for rain. Even 0.8 shouldn't be the darkest, it should go smoothly to the 1.0.

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About the performance - i have the loss too. Tried disabling the reflections but no luck. PC specs in my signature. Lost around 10 FPS.

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About the performance - i have the loss too. Tried disabling the reflections but no luck. PC specs in my signature. Lost around 10 FPS.

Nutz. Did you try experiment with other settings hdao+? Can't remember specifics but someone on another thread noted one of the settings having adverse affects. Will test properly tomorrow.

Ps is this stable 1.60 or new Dev branch.

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For those terrain makers experiencing visual issues with lighting and coloring, check your RVMAT files in your layers, specifically the PixelShaderID setting.  For the new update the parameter value should be "TerrainSNX".  Terrain Builder is currently putting out "TerrainX", which is incorrect as of 1.60.  I manually changed the RVMATs on my terrain and the difference was significant.

 

I've filed a bug report on the feedback tracker detailing my findings.

 

https://feedback.bistudio.com/T117063

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For those terrain makers experiencing visual issues with lighting and coloring, check your RVMAT files in your layers, specifically the PixelShaderID setting.  For the new update the parameter value should be "TerrainSNX".  Terrain Builder is currently putting out "TerrainX", which is incorrect as of 1.60.  I manually changed the RVMATs on my terrain and the difference was significant.

 

I've filed a bug report on the feedback tracker detailing my findings.

 

https://feedback.bistudio.com/T117063

 

 

You are amazing, this is what I was looking for.

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For those terrain makers experiencing visual issues with lighting and coloring, check your RVMAT files in your layers, specifically the PixelShaderID setting.  For the new update the parameter value should be "TerrainSNX".  Terrain Builder is currently putting out "TerrainX", which is incorrect as of 1.60.  I manually changed the RVMATs on my terrain and the difference was significant.

 

I've filed a bug report on the feedback tracker detailing my findings.

 

https://feedback.bistudio.com/T117063

 

 

Not only, even the specularpower is broken, Source can be Specularpower = 1 but TB will generate incorrect Rvmat with the specularpower = 0

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Nutz. Did you try experiment with other settings hdao+? Can't remember specifics but someone on another thread noted one of the settings having adverse affects. Will test properly tomorrow.

Ps is this stable 1.60 or new Dev branch.

Stable, i wast testing it since visual upgrade was on dev, then when it arrives in RC, now on stable, i allways had this fps loss. I need more testing, bus since i remember i tested all HDAO+, but not on stable yet. I'll write after testing.

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Hello,
I am extremely disappointed by this supposed visual upgrade to the point I came here to talk for the first time since everyone usually perform outstanding job.
I want to add my contribution to solve this apparent issue, but at first I'd like to know the modus operandi used by BI that made this result, as a starting point for me to make constructive suggestions. At the moment it seems that a single photography was used as the reference. To me it sounds so ridiculous that I can't believe that it was as simple as that…
 
At the moment like many people I noticed the most critical following points :
– bleached appearance for non saturated tones, lost contrast and depth perception http://steamcommunity.com/sharedfiles/filedetails/?id=695290327
– baked ambient occlusion that was discreet is now evident. http://steamcommunity.com/sharedfiles/filedetails/?id=695291329
– fluorescence and oversaturation of the colored tones
     http://steamcommunity.com/sharedfiles/filedetails/?id=695292062
     http://steamcommunity.com/sharedfiles/filedetails/?id=695293008
     http://steamcommunity.com/sharedfiles/filedetails/?id=695293982
– objects seem shaderless, showing all texture's quality limits like 90's games http://steamcommunity.com/sharedfiles/filedetails/?id=695295426

– playing at night without NVG is now out of the question

– greenish ambient hue

Edited by bogey jammer
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Since BI needs the feedback, here is my part:

 

Thanks for the update. I like it a lot and you did a great job.

 

But (of course there is a but...), the visual update needs attention. The colours look weird and there is something going on with the lighting.

No matter wich settings I adjust, it keeps looking wrong. Like my character is on acid or something (how else can I explain seeing a terrible snowman when there should be a sniper in ghillesuit?).

 

Please, make it look good again.

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Just to say...the game was good as was before...why this change? remember when Armed assault get patched from 1.14 to 1.16, the tons of mess around..

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I was pretty happy fog is no more blue(ish) and no more massive shadow casting when there's full overcast (may have been a map thing, have seen that on CUP/Chernarus often). The rest is tuning and BISS will probably carry on working on this. In the dev branches I have seen too often purple clouds on sunrise which somewhat made Chernarus a tropical island. Not sure if that is still the case.

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Well I'm glad the silly purple horizon haze has gone in the new 1.60 graphics, but overall I don't like them because the contrast scaling is too severe and makes my eyes pop out, here's a screenshot I just took which explains why.

The nearby units are much too contrasty and vivid, but the distant scenery is not contrasty and vivid enough!

In short the nearby stuff needs to be jazzed down, and the distant stuff needs to be jazzed up.

Needless to say I've been going insane trying to improve things by tweaking my ingame settings, graphic card settings and monitor settings without success, so my only option now is to go pout and sulk (sniffle).. 

 

arma3v1.60-graphics_zps2vejqyfa.jpg~orig

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The night vision is fine. Given it's set in 2035, and yet today, in 2016, there is already NVG/Thermal infused tech that looks exactly as it does in MGSV, i think having NVG's without the extra hassle is fine. Besides, making it more strict would make more people not use it, and would also add more people avoiding night time missions. It's hard to fight night missions already.

 

One thing I really liked with the update is that you can use the NVG's also if it's raining, no more large white streaks blocking your view!

 

/KC

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Well I'm glad the silly purple horizon haze has gone in the new 1.60 graphics, but overall I don't like them because the contrast scaling is too severe and makes my eyes pop out, here's a screenshot I just took which explains why.

The nearby units are much too contrasty and vivid, but the distant scenery is not contrasty and vivid enough!

In short the nearby stuff needs to be jazzed down, and the distant stuff needs to be jazzed up.

Needless to say I've been going insane trying to improve things by tweaking my ingame settings, graphic card settings and monitor settings without success, so my only option now is to go pout and sulk (sniffle)..

The issue is even more noticeable on desert maps.

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The nearby units are much too contrasty and vivid, but the distant scenery is not contrasty and vivid enough!

In short the nearby stuff needs to be jazzed down, and the distant stuff needs to be jazzed up.

 

This bothered me as well and can't be fixed by tweaking the settings yourself.

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The only good thing with the new visuals is that I delete custom maps from my harddrive so I can get more free space. I don't like the looks of them so there is no reason to keep them there.

I like other changes in the 1.60 as the targeting improvement, the new animations for wounded soldiers etc.. I don't want to sound rude but visuals are very important to create a good gaming experience and right now I don't get motivated enough to play with the custom maps.

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Here's a perfect example of what I'm seeing on desert maps.

Greenberet40 posted a string of photos about them stopping work on their Lythium map.

In that string of photos on post #448 here: https://forums.bistudio.com/topic/185055-wip-terrain-x-cam-taunus/page-23#entry3033717

Notice how in that last shot that beautiful golden and warm image turns into mint toothpaste. All character is gone.

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This is how my game looks. In my opinion there's not much wrong, other than that the cloudiness darkens the scene bit too quickly like I explained in the last post.

 

http://imgur.com/a/IXt6x

 

//Edit:

Video settings:

gamma=0.83006543; // 0.8
ppBrightness=1.1549608; // 115
ppContrast=0.99156141; // 99
ppSaturation=1.1698157; // 117
brightness=0.74836606; // 0.7

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This is how my game looks. In my opinion there's not much wrong, other than that the cloudiness darkens the scene bit too quickly like I explained in the last post.

 

http://imgur.com/a/IXt6x

This doesn't look like v1.60 to me

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I'd like to thank some of the people in this thread who suggested tweaking the brightness/gamma/saturation/contrast values. I have managed to make the new update look a little nicer for me.

 

https://imgur.com/a/7QFa5

 

The first image is 1.58, the second is 1.60 with default settings, the third is tweaked 1.60.

 

For the curious, my settings are:

 

Display:

Brightness 0.7

Gamma 0.8

 

AA & PP:

Bloom 150

DOF 150 (changed back to 100 since this screenshot)

Brightness 95

Contrast 90

Saturation 100

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This doesn't look like v1.60 to me

The thing is that you need to find the right settings. I found about the right settings for me after 30mins (back in the day when it hit dev-branch). Now I've fine tuned it a bit.

 

I can give my settings:

gamma=0.83006543; // 0.8
ppBrightness=1.1549608; // 115
ppContrast=0.99156141; // 99
ppSaturation=1.1698157; // 117
brightness=0.74836606; // 0.7
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Ok I'll try that.

About your overcast problem, I think that the clouds raise luminosity by reflecting/scattering sun light thus affect the dynamic range. Bright overcast usually hurts my eyes more than a clear sky day

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The visual upgrade is IMO an upgrade in every aspect. A few minor tweaks, yes, but that's it.

 

You guys do great work, but I'm sorry to say I strongly disagree for multiple reasons, and it's not complicated it's very simple to why I disagree. Here's why...

 

The Thing Classified Specimen.

 

A3 original

the%20thing_zps0hn854ro.jpg

 

A3 Visual Upgrade

agsdasd_zpswzhuzy7i.jpg

 

Every mission I've done looks like this. Tell me exactly how I'm suppose to feel excited about that? I don't have a crew of people to help me, it's just me so.... I quit, for now atleast. I'll come back eventually but as of now it's peace out and closing down shop. No hard feelings to BIS developers, it's their game and they can do whatever they want with it. It's still a cool game and I'm sure plenty of people will enjoy it.

 

Doomsday Night, good times :)

107410_screenshots_2015-12-10_00001_zpsy

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i hope they roll this mess back, it just looks bad. i don't know what monitors you "this looks awesome" guys have, but on IPS/MVA panel it just looks bad and oversaturated, the whole flair is gone, its eyecancer.

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Altis looks great if you just adjust the post processing settings.  It's a lot of the community made terrains that are suffering right now due to the lack of documentation from BI on the necessary config and rvmat changes.  

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