By the way, you guys also experience those god-awful orange dusks or is it just me? They completely take me out of the game.
it does because it's not development staff or administrators. it's just a moderator forum person. Yet the videos don't lie themselves the small print tells you exactly what it reflexs, they can't put false information in the advertised videos. On forums they can say anything. So it doesn't count as evidence.
:sigh:
Its not a downgrade when it didn't work on consoles.
The PC version was not downgraded, it was never released
There is a console version and its most likely that was ported back to PC.
don't feel lied to. CDPR had bad PR advice.
Some more info that's not confirmed as fact (though cdpr's official comments to eurogamer have the same implications)
http://whatifgaming.com/developer-i...-from-2013-list-of-all-features-taken-out-why
Its an interesting perspective on why they did it.. A plea of desparation.. we have to downgrade because consoles!!
1. Hopefully noone is in denial about the downgrade anymore. The PR statements saying there wasn't was absolutely and certainly lies. No denying it.
2. Its at the same time not healthy for us as players to dwell on this. In game its a positive.
Hello, is anybody have 1.000 Times Better Sweetfx profile BUT in v1.3 version? I'm really need this mod in this version. (or in 1.2 but 1.3 would be better).
Could you make a webm or a youtube video? Might be easier for some people to see what the difference is.
I won't deny conversation mode definitely ups the quality of several things, but that is 100% without a doubt NOT global illumination. It's just different lighting. Directional light is maybe a smidge brighter. The bloom is way higher. The fog is higher. The depth of field is higher. It appears the IBL shaders use a more even lighting probe or some additional fill lights have been turned on. I've noticed the fill lights turn on and off between the game and dialogue personally. The fill lights are there to assure that dialogue is well lit no matter the time of day or weather. But these fill lights are not GI.
Anyway, the one thing definitely not present in any of those images is global illumination. Global illumination is bounced lighting. I can spot bounced lighting a mile away, and even tell you if it's more than one bounce. I think maybe you are mistaking Image Based Lighting for GI. This game definitely uses IBL, and not just in cutscenes. The game calls them "environment probes" as evidenced in the INI values ForceInstantEnvProbeUpdate
and EnvProbeLightsMaxDistance. I am guessing that the game has a fairly sparse grid of these probes which essentially shoot a spherical map of the area in order to convolute a diffuse IBL. This does give you a general feeling of GI, but it's not even remotely close.
Also, if those images are yours, in the captions you say the game is currently not using dynamic lighting. I think you're confounding two ideas. Dynamic = changes. The lighting in this game changes, as in it's not static (baked). Global illumination is also not necessarily dynamic. Global illumination can be baked. In fact there are entire companies build around baking GI.
How i can turn ON this test version of Global Illumination, tell me please, guys!
https://www.youtube.com/watch?v=Umd6HqVUKRI&feature=youtu.beoh god please no misinformation, ther's probably no GI in W3 , and ther's no test version,
i see. well the lightning during cut-scenes does seem less flat.oh god please no misinformation, ther's most likely no GI in W3 , and ther's no test version, its just that the lighting in cut scene look slightly better and when it transition from cut scenes to normal gameplay you can see the " better lighting " for a second or two before it fade to normal lighting , thats it, ther's no way to use it at the moment
oh boy, performance improvements during gameplay and during cut scenes. i hope by improoving performance, they mean actual improvements and not just lowering LOD.Hi everyone,
As you know we don't stop working to keep bringing you new updates - I just wanted to give you a heads-up of what to expect in the upcoming patch. The list below is a part of the change log for the 1.04/1.05. There will be a lot more fixes on the way - here's the breakdown of the most requested changes:
Geralt will not longer interact with candles near chests and other interactive elements.
General stability and performance improvements
Significantly Enlarged GUI and HUD elements (including fonts) on consoles and slightly on PC.
Improved camera smoothness
Performance improvements during some cutscenes.
Fixed case where game was crashing on loading a save in certain situations
Various bug fixes and user experience improvements in GUI panels.
Fixed issue where some players were unable to run after Wandering in the Dark quest
Fixed issue where players were unable to talk to Eight after the Lord of Undvik quest
Too many wild hunt minions were spawned during Ciri's Story: Fleeing the Bog quest.
Fixed issue where Keira could sometimes fall under terrain during Wandering in the Dark quest
Fixed issue where Player was unable to move freely during Blindingly Obvious quest
Fixed issue where Player was unable to activate portal during Wandering in the Dark quest
Fixed issue where Player could get trapped in Turseach castle ruins
Fixed issue where Roche was not present at Hanged Man's tree during Eye for an Eye quest
Fixed issue where Player was unable to talk or interact with certain NPCs
Fixed issue where Sirens in quest Lord of Undvik could be invulnerable.
Fixed issue where player was unable to use certain actions after Carnal Sins quest
Fixed issue where Geralt was sometimes unable to mount Roach
Fixed issue where some players where experiencing infinite loading screen during King's Gambit quest.
Fixed issue where Simun was not properly spawned in An Unpaid Debt quest
Fixed issue where player might have had a progression break after choosing certain dialogue option when talking to Dijkstra in Count Reuven's Treasure quest
The Pyres of Novigrad quest is of course going to be fixed as well as the XP glitch.
The color bleeding is simply the increased bloom. It does NOT bounce upwards onto other objects in the scene.You will see some color bledding on floor corresponding to the right building at different light condition, and some indirect light bounce from direct sun light occurring during "global illumination" transition. I'm not familiar with IBL technique
https://www.youtube.com/watch?v=Umd6HqVUKRI&feature=youtu.be
We just need to figure out how exactly use cut-scene lightning in-game.
The color bleeding is simply the increased bloom. It does NOT bounce upwards onto other objects in the scene.
This is what GI would look like (very approximate, painted in Photoshop):
No GI
Faked GI
And in actuality, the non-cutscene image has more "indirect light" in the form of the blue tinge from the sky. This is usually called a skylight. You can see the skylight here:
This skylighting is probably part of their IBL probe system.
If you want to try to understand IBL, think of a grid of mirror balls that perfectly reflect the environment. These are called "probes". They take a snapshot of the lighting in the area. If you take it at high resolution and don't blur it, it can be used for reflections. If you take a lower resolution and blur it a lot (called convolution) you're left with the general colors from the reflection.
Here are some links to help you understand:
Wolfire Games (the uniform ambient vs IBL and the blurred cubemap image)
Ambient Cubemaps (UE4)
Ambient Cubemap Off
Ambient Cubemap On
You can see by the way it lights up the undersides of the trees that it's very much like GI. But it's not.
CryEngine Environment Probes
Black Ambient (No IBL)
IBL
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Anyway, I can assure you there is no GI in The Witcher 3, or at least your images do not demonstrate GI. They have a dynamic IBL system and that is it. Just think of IBL as a super approximate GI. IBL gets the general lighting of an area and applies that to all the surfaces. GI actually bounces lighting between surfaces.
So it goes like this: Uniform Ambient > Directional Ambient (one color per XYZ direction) > IBL > Dynamic IBL (using probes) > GI
thats what we are trying to figure out, thats my video btw
@jonwd7
hey jon since you seems to be very knowledgeable about lighting, can you tell us if this is GI in this video ? ( or at least a lower form of it, since its seem to eat a crapload or resources )
[video=youtube;gdinzNN93-M]https://www.youtube.com/watch?v=gdinzNN93-M[/video]
and about my finding for the weather/lighting settings, novigrad and the swamp zone share the same weather settings, some settings on the swamp zone look really good, but they will reduce the view distance in novigrad because of the fog, maybe i could try to disable the fog, anyways its complicated