Once a photo is saved to a player’s Social Club gallery, the player can apply effects to photos taken from both Photo Mode, and the in‐game camera, such as various types of sticker images and preset text/words, as well as the option to add custom text in various fonts.Filter/ Filter Intensity – Apply a wide range of filters and gels from the traditional period authentic photographic processes such as Tintype and Daguerreotype as well as more modern in game filters and effects with options to adjust the intensity (more or less transparent).Contrast – Adjust the brightness (between light and dark elements of the image.Exposure Lock – Lock the exposure to its current level ‐ useful for adjusting the camera angle without changing the lighting conditions.Exposure – Artificially raise or lower the exposure, brightening or darkening the scene.Blur Strength – Determines how blurry objects outside the Focus Distance are.Focus Distance – Determines where the camera view focuses, allowing for the focus to be pulled in very close to blur distant objects, or pushed out to focus on far away objects.Other Camera options – Camera manipulation options includes Zoom, Roll, and different lens apertures to choose from.Free cam – The player can also fully detach the camera from the main character, so can move it freely (limited to a short distance away from the player character) around the environment.Orbit – Allows the player to move the camera with the focus specifically on the main character.My optimizer wanted to do that on one of my games but it caused noticeable fps drops, jitter and tearing in certain locations - but it listed the artificial resolution, not a scale number. Or using a monitor with a higher pixel density. Like in the cinema, or when watching TV, when even 1080p on a decently sized screen looks very sharp without any edges. The best AA is to sit away a bit more from the monitor - so the eyes use a performance free kind of native built in AA. Basically the cleanest way to get AA - but You still need more AA, because there will still be edges - and it´s extremely performance hungry, because it´s not some post-processing effect, which changes some colors and transparencies because any pixel can just display one color at a time - hence some edges. a 2160p picture on a 1080p screen - which would be 2x resolution scaling. He means resolution scaling, which stays at 1080p resolution, but renders the picture are if it was a higher (or lower) resolution, which uses all the processing power to do that - and with it smooths the edges, if You have e.g. Originally posted by DargonBlak:The next higher Pixel count for 16:9 ratio is "1440p" which is 2560×1440, but there's a good chance 1080p (ur Monitor's Native resolution) will look better.He doesn´t mean to change the resolution to a higher one. I just write this, because i hate the game. The game will default to TAA high, FXAA off, resolution scaling 1x/off no matter what You do after each start. But i´m unsure if less blurry AA effects like MSAA x8 or resolution scaling x2 is more performance hungry. Less edges through higher pixel density - of course without any blur effect. The lighter way to get the similar result than to use higher resolution scaling is to use any other Anti-aliasing thingy, because it does basically just that in fullscreen for everything. It´s better used in the opposite direction with the DLSS approach, which renders in a lower resolution, but then upscales it, which saves graphics power, while it still offers Your native resolution. doubling the resolution means to quadruple the needed power of Your graphics card. ![]() Usually that´s "the best" resolution scale anyway, because it´s Your native monitor resolution - it can´t display more pixels than that - but e.g. ![]() What Goosetave said - so to avoid annoyance i´d recommend 1:1 which is the default setting.
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