Looks pretty damn good, but all this does is just makes me excited for what Naughty Dog is going to show us.
This sequence in the cave was SOOOO good with headphones.
That red backdrop lighting coming in at select times was insane.
I can see some visual parallels with The Northman, but imo the tone and look of this game feel very reminiscent of Justin Kurzel's adaptation of Macbeth.Very much "The Northman" vibes.
I can see some visual parallels with The Northman, but imo the tone and look of this game feel very reminiscent of Justin Kurzel's adaptation of Macbeth.
[ViewDistanceQuality@3]
r.ViewDistanceScale=10.0
[ShadowQuality@3]
r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.RadiusThreshold=0
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.Shadow.PreShadowResolutionFactor=1.0
r.DistanceFieldShadowing=1
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=4
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=16
r.LightMaxDrawDistanceScale=1
r.LightMaxShadowDistanceScale=1
r.CapsuleShadows=1
r.Shadow.Virtual.MaxPhysicalPages=8192
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5
r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving=-1.5
r.Shadow.Virtual.ResolutionLodBiasLocal=0.0
r.Shadow.Virtual.ResolutionLodBiasLocalMoving=0.0
r.Shadow.Virtual.SMRT.RayCountDirectional=16
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=8
r.Shadow.Virtual.SMRT.RayCountLocal=16
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=8
[GlobalIlluminationQuality@3]
r.DistanceFieldAO=1
r.AOQuality=2
r.Lumen.DiffuseIndirect.Allow=1
r.LumenScene.Radiosity.ProbeSpacing=4
r.LumenScene.Radiosity.HemisphereProbeResolution=4
r.Lumen.TraceMeshSDFs.Allow=1
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=32
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=1000
r.Lumen.ScreenProbeGather.DownsampleFactor=8
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16
r.Lumen.ScreenProbeGather.IrradianceFormat=0
r.Lumen.ScreenProbeGather.StochasticInterpolation=0
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=.5
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=1
r.Lumen.TranslucencyVolume.GridPixelSize=32
r.Lumen.TranslucencyVolume.TraceFromVolume=1
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=16
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=1000
[ReflectionQuality@3]
r.SSR.Quality=4
r.SSR.HalfResSceneColor=0
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.DownsampleFactor=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.4
r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength=0
r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
[PostProcessQuality@3]
r.MotionBlurQuality=4
r.MotionBlur.HalfResGather=0
r.AmbientOcclusionMipLevelFactor=0.4
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionLevels=-1
r.AmbientOcclusionRadiusScale=1.0
r.GTAO.Numangles=4
r.DepthOfFieldQuality=4
r.RenderTargetPoolMin=1000
r.LensFlareQuality=3
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.Bloom.ScreenPercentage=100
r.FastBlurThreshold=100
r.Upscale.Quality=3
r.LightShaftQuality=1
r.Filter.SizeScale=1
r.Tonemapper.Quality=5
r.DOF.Gather.ResolutionDivisor=1 ; do the gathering at full resolution
r.DOF.Gather.AccumulatorQuality=1 ; higher gathering accumulator quality
r.DOF.Gather.PostfilterMethod=1 ; Median3x3 postfilering method
r.DOF.Gather.EnableBokehSettings=1 ; bokeh simulation when gathering
r.DOF.Gather.RingCount=5 ; high number of samples when gathering
r.DOF.Scatter.ForegroundCompositing=1 ; additive foreground scattering
r.DOF.Scatter.BackgroundCompositing=2 ; background scattering occlusion
r.DOF.Scatter.EnableBokehSettings=1 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.25 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=2 ; highest slight out of focus
r.DOF.Recombine.EnableBokehSettings=1 ; bokeh simulation on slight out of focus
r.DOF.TemporalAAQuality=1 ; more stable temporal accumulation
r.DOF.Kernel.MaxForegroundRadius=0.025
r.DOF.Kernel.MaxBackgroundRadius=0.025
[TextureQuality@3]
r.Streaming.MipBias=0
r.Streaming.AmortizeCPUToGPUCopy=0
r.Streaming.MaxNumTexturesToStreamPerFrame=0
r.Streaming.Boost=1
r.MaxAnisotropy=8
r.VT.MaxAnisotropy=8
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.PoolSize=3000
r.Streaming.MaxEffectiveScreenSize=0
[EffectsQuality@3]
r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1 ; High quality
r.SSS.Scale=1
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
r.SSGI.Quality=4
r.EmitterSpawnRateScale=1.0
r.ParticleLightQuality=2
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=0
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=8
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=32.0
r.SkyAtmosphere.FastSkyLUT=0
r.SkyAtmosphere.FastSkyLUT.SampleCountMin=4.0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=256.0
r.SkyAtmosphere.SampleCountMin=8.0
r.SkyAtmosphere.SampleCountMax=256.0
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=30.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=20.0
r.SkyLight.RealTimeReflectionCapture=1
fx.Niagara.QualityLevel=4
r.Refraction.OffsetQuality=1
[ShadingQuality@0]
r.HairStrands.SkyLighting.IntegrationType=1
r.HairStrands.SkyAO.SampleCount=8
r.HairStrands.Visibility.MSAA.SamplePerPixel=8
r.AnisotropicMaterials=1
[ViewDistanceQuality@3]
r.ViewDistanceScale=10.0
[ShadowQuality@3]
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.RadiusThreshold=0
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=4
r.VolumetricFog.GridSizeZ=128
r.VolumetricFog.HistoryMissSupersampleCount=16
r.Shadow.Virtual.MaxPhysicalPages=8192
r.Shadow.Virtual.ResolutionLodBiasLocalMoving=0.0
r.Shadow.Virtual.SMRT.RayCountDirectional=16
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=8
r.Shadow.Virtual.SMRT.RayCountLocal=16
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=8
[GlobalIlluminationQuality@3]
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=1000
r.Lumen.ScreenProbeGather.DownsampleFactor=8
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=.5
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=16
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=1000
[ReflectionQuality@3]
r.SSR.Quality=4
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
[PostProcessQuality@3]
r.GTAO.Numangles=4
r.DepthOfFieldQuality=4
r.RenderTargetPoolMin=1000
r.LensFlareQuality=3
r.Bloom.ScreenPercentage=100
r.DOF.Gather.ResolutionDivisor=1 ; do the gathering at full resolution
r.DOF.Gather.EnableBokehSettings=1 ; bokeh simulation when gathering
r.DOF.Gather.RingCount=5 ; high number of samples when gathering
r.DOF.Scatter.BackgroundCompositing=2 ; background scattering occlusion
r.DOF.Scatter.EnableBokehSettings=1 ; no bokeh simulation when scattering
r.DOF.Scatter.MaxSpriteRatio=0.25 ; only a maximum of 10% of scattered bokeh
r.DOF.Recombine.Quality=2 ; highest slight out of focus
r.DOF.Recombine.EnableBokehSettings=1 ; bokeh simulation on slight out of focus
[TextureQuality@3]
r.Streaming.PoolSize=3000
[EffectsQuality@3]
r.SSGI.Quality=4
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=0
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice=8
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution=32.0
r.SkyAtmosphere.FastSkyLUT=0
r.SkyAtmosphere.FastSkyLUT.SampleCountMax=256.0
r.SkyAtmosphere.SampleCountMin=8.0
r.SkyAtmosphere.SampleCountMax=256.0
r.SkyAtmosphere.TransmittanceLUT.SampleCount=30.0
r.SkyAtmosphere.MultiScatteringLUT.SampleCount=20.0
fx.Niagara.QualityLevel=4
[ShadingQuality@0]
r.HairStrands.SkyLighting.IntegrationType=1
r.HairStrands.SkyAO.SampleCount=8
r.HairStrands.Visibility.MSAA.SamplePerPixel=8
r.AnisotropicMaterials=1
[SystemSettings]
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.NT.Lens.Distortion.Intensity=0
r.NT.Lens.Distortion.Stretch=0
r.NT.Lens.Softness.RadiusSampleCount=0
r.NT.Lens.Softness.Intensity=0
r.NT.Lens.ChromaticAberration.Intensity=0
r.FilmGrain=0
r.DefaultFeature.MotionBlur=0
r.MotionBlurQuality=0
r.Refraction.Blur=0
r.MotionBlur.Directions=0
r.NT.AllowAspectRatioHorizontalExtension=0
r.NT.EnableConstrainAspectRatio=0
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=16
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
C:\Users\USER_NAME\AppData\Local\Hellblade2\Saved\Config\Windows
Ryse still holds up so well, crazy that it's over 10 years old now. Would love to have seen a sequel.Ryse (2014, PC)
VS
Hellblade 2 (PC)
Definitely way more color, and even the same face paint for that one scene in Hellblade. I need to see this.I can see some visual parallels with The Northman, but imo the tone and look of this game feel very reminiscent of Justin Kurzel's adaptation of Macbeth.
Screen(s), pls?Gentlemen, I believe I have found a way to further enhance the graphics in-game.
Someone over on the Nexus was able to extract the base config files for the games. One of these includes the scalability settings that define what low/medium/etc. is. In addition to the settings you'd expect to see, there's another scalability group called "cine". I'm assuming this is some kind of ultra graphics preset that is either used in cut scenes or maybe for the developers to make screenshots.
Anyways, I copy and pasted the "cine" preset into the scalability.ini file and made it so these settings replace the high presets. Here's what my scalability file looks like now:
Couple quick notes:
So here's my actual scalability file with the lines mentioned above removed:
- Any overrides you have in engine.ini will actually remove the same line from this file. So if you have a motion blur setting different from above, it'll knock it out of scalability.
- The game automatically removes any lines that are the same as the existing high preset, so after you start and then close the game you'll see a number of lines get taken out.
- Shading quality seems to control VRS. I have that set to off in my settings, so I had to use that preset rather than high when making this file.
Here's my engine.ini settings right now. This removes a lot of the post processing along with the black bars.
Maybe good to mention where the corresponding ini's can be found:Gentlemen, I believe I have found a way to further enhance the graphics in-game.
Someone over on the Nexus was able to extract the base config files for the games. One of these includes the scalability settings that define what low/medium/etc. is. In addition to the settings you'd expect to see, there's another scalability group called "cine". I'm assuming this is some kind of ultra graphics preset that is either used in cut scenes or maybe for the developers to make screenshots.
Anyways, I copy and pasted the "cine" preset into the scalability.ini file and made it so these settings replace the high presets. Here's what my scalability file looks like now:
Couple quick notes:
So here's my actual scalability file with the lines mentioned above removed:
- Any overrides you have in engine.ini will actually remove the same line from this file. So if you have a motion blur setting different from above, it'll knock it out of scalability.
- The game automatically removes any lines that are the same as the existing high preset, so after you start and then close the game you'll see a number of lines get taken out.
- Shading quality seems to control VRS. I have that set to off in my settings, so I had to use that preset rather than high when making this file.
Here's my engine.ini settings right now. This removes a lot of the post processing along with the black bars.
Driveletter:\Users\profilename\AppData\Local\Hellblade2\Saved\Config\Windows
And it'll come with a mandatory 4TB ssd.To be fair this is a 6 hour linear game. I doubt even on next gen consoles we will see a massive 50 hour open world game with these kind of graphics. We could do obviously but that game probably going to take most of next gen to develop.
10 years of difference
Ryse (2014, PC)
VS
Hellblade 2 (PC)
you can't be serious.. hellblade 2 is more advanced technologicallyRyse (2014, PC)
VS
Hellblade 2 (PC)
There's a recap at the start of HB2, as for 'moviegames' I personally always felt like I was playing the game if that makes sense. Nothing about HB2 feels too drawn out like some walking & talking segments in games, There's moments that feel like a cutscene and you have to stop touching your controller to be like omg it's me doing this haha. Worth a play in my book. Let me know whacha think if you give it a tryI'm really not that interested in 'moviegames' but I have a really healthy set up. RTX 4090, AW3423DW and Sennheiser HD800S and IE600. It's really that reason alone I feel I might try this game, but I'll need to get the first one too as it's clearly heavily tied to it.
It's not nearly as heavily post processed as the original trailer.. but the model is exactly the same. Does it match it perfectly? Nah.. that exact animation doesn't exist in the game but I'll take another pic that tries to be closer when I have some time, and I'll try to match the focal range it uses in the original trailer.
So does it match the original trailer?
Nicely done. Insane.Alright, so I tried a bit and got it somewhat decently close. I'm not going to spend too much time on it lol.
There is NO post editing to this image. Everything here was done using the in-game photo mode, adding 2 additional colored lights and adjusting the focal distances and FOV. Sucks they didn't use the same animations in the full game... but as you can see.. it's very clearly something that can be done with this engine in real-time by professionals who actually know what they're doing with cameras and lighting. The model is damn near the same outside of the hair and clothing.
Obviously other parts of the game don't hold up quuuiiiiite as well as the initial trailer. As I said the fire and other effects are drastically toned down, probably for the consoles, since it's simply too demanding. Still though, pretty amazing how close they got.
Much of this is just some artistic changes anyway. What was initially presented was nearly achieved 100%. So, definite kudos to Ninja Theory!Alright, so I tried a bit and got it somewhat decently close. I'm not going to spend too much time on it lol.
- Senua pics
There is NO post editing to this image. Everything here was done using the in-game photo mode, adding 2 additional colored lights and adjusting the focal distances and FOV. Sucks they didn't use the same animations in the full game... but as you can see.. it's very clearly something that can be done with this engine in real-time by professionals who actually know what they're doing with cameras and lighting. The model is damn near the same outside of the hair and clothing.
Obviously other parts of the game don't hold up quuuiiiiite as well as the initial trailer. As I said the fire and other effects are drastically toned down, probably for the consoles, since it's simply too demanding. Still though, pretty amazing how close they got.
The ocean waves and fire certainly must not be artistic decisions - the waves and fire in that OG thing looked damn near as photo real as the rest of it. I feel like we’re a long way away from actually achieving that in realtime. It’s amazing they got this close with everything else thoMuch of this is just some artistic changes anyway. What was initially presented was nearly achieved 100%. So, definite kudos to Ninja Theory!
As for the toned down stuff - perhaps. Even those can be attributed to artistic changes, because sometimes, effects don't need to be as pronounced to get the point across. It could have been a performance issue, but I can imagine it being other factors. Another thing that I give Hellblade more credit on is, the further I progress through the game, the more I realize this is some of the best AF I've ever seen used in a real-time video game. It's why some of the textures are so jarring up close, because they look damn good from a distance and that's a testament to the wonderfully executed use of this effect.
Maybe ....maybe not. That's the thing about game development - you just don't know unless the dev is explicit about it. I'm not entirely convinced that the Series X couldn't do it.The ocean waves and fire certainly must not be artistic decisions - the waves and fire in that OG thing looked damn near as photo real as the rest of it. I feel like we’re a long way away from actually achieving that in realtime. It’s amazing they got this close with everything else tho
Exactly.The devs did some insane stuff on PS3 too, remember Heavenly Sword?
And you destroy the creators intent, the artistic vision…Jesus Christ. What incredible fragility. The post processing effects are a detriment. Especially in motion. If you like its that's fine but some of us turn that shit off in every game.
Alright, so I tried a bit and got it somewhat decently close. I'm not going to spend too much time on it lol.
I guess, but it’s not much of a game imo.
My version of the last shot. Played with random lights around the character and for some reason, Senua in this cutscene looks a step above all the others in terms of realism. I think mostly due to lit by direct lighting instead of indirect.
Enjoy the game so far. But spent most of my time in the photomode such a beautiful game.
Get some cool effect when blocking