STEAM GROUP
SweetFX Junkies SFXJ
STEAM GROUP
SweetFX Junkies SFXJ
67
IN-GAME
585
ONLINE
Founded
6 June, 2013
Language
English
Location
Canada 
Showing 11-18 of 18 entries
3
Splinter Cell: Blacklist
11
Using SweetFX in DX 10-11 and OpenGL games?
1
Levels shader
10
To (mis)quote The Rock...
Originally posted by Jynxx:
Originally posted by Dirty Dan:
@ Jynxx

Yeah same here. I have ADD and OCD so i usually just type random really long posts in the order it is in my head.But yeah, i love tweaking config files. Im always messing around in the config filles of games. and no doubt to texture and shader modding. That;s one of the reasons why SweetFX is one of, if not, the most important mods of all time. Its a shame very few people understand the potiential it holds. Usually mixing normal maps of 2048 results in better quality than a big ass 4k texure, performance wise and image wise. Spec maps can make the difference as well. But yarp. Hit me up if ya ever wanna shoot the shit about texturing andd tweaks and shit

Right, I usually keep my shadow maps at 2k or 4k, I was just using that one as an example. I literally ran the gamut of resolutions, trying to make them look even DECENT. I went as low as 512k, as I didn't think that any lower would make much difference either way.
I find that the textures that benefit most from 2k-8k resolutions are anything that has to do with walls or terrain. Maybe it's because there is usually so much of it lol

Yeah, you have to consider what the character looks at. make a floor 1024 cut the player wont get right up on it, but on a wall theyll get right up on it so make it 2048. make characters 2048 diffuse and mix 2048 normals. make essential objects 2048. make it look decent so they arent like this is shit, but dont spend too much energy if they arent gonna be looking at it much. its mostly about smart usage. I make the floor 1024, make the walls 2048. 4k may look less pixelated but for the performance, its much more benefitial yo mix normal maps and get almost idential or surperior quality. like the Psycho in Crysis 3. Also 99% of tesselation is uselaess. You get a much better effect from sculpting the actual geometry nad depth of the texture than using a post calculation to alter the geometry in the background. Dont use it to smooth models, just smooth them in the first place. $k shadows are smart but 4k textures? Not really. Also dont use mips, just stream better and use virtual texturing so it only renders what the player is looking at. More benefitial due to the rest not being needed, this method also elminates the need for large amounts of video ram and can utilize up to 16k resoilution of a single texture and can hold up to a terabyte of data per scene. Photogrammery will also be the best solution due to it contianing the REAL geometry of the objects in the textures nad the real mesh. Also having the textures being procedural tiling ill be less noticible. I mainly base my texture off of photos sinc ethe photos contain depth. Lol it more about putting effort towards the right things xD
2
Dirty Dan's "MaxFX" Presets
Showing 11-18 of 18 entries