All temporal filters need to be aware of dynamic resolution. The more complicated part is handling the resolution changes on the renderer side so that they are unnoticeable. For games that have more variable frame times, maybe a more aggressive PID controller will do better, but it's more difficult to tune. So, a pretty slow proportional controller that uses the actual over target frame time ratio as a control signal for resolution scale does the job. Made the volume controls logarithmic instead of linear.Įnjoy! Let us know if you have any questions.ĭRS in this game was actually fairly easy to implement, because frame times depend mostly on the resolution, and not so much on what happens on the screen. Improved the menu settings to show units for various sliders, such as degrees or percentage. Reduced the noise from yellow lamps next to the entrance of the jail4 map at night. Reduced the noise in the biggun map next to the barred windows. To adjust the settings from the console, see the pt_accumulation_rendering, pt_dof, pt_aperture, pt_freecam and some other similar console variables in the Client Manual.įixed a crash that happened at map load time when a custom map has no analytic lights. Settings for all these features can be found in the game menu. To adjust camera roll, move the mouse left or right while holding both mouse buttons. To zoom, move the mouse up or down while holding the right mouse button. To change orientation of the camera, move the mouse while holding the left mouse button. Shift makes movement faster, and Ctrl makes it slower. To move the camera, use the regular W/A/S/D keys, plus Q/E to move up and down. Once the image is stable enough, you can save a screenshot.įree Camera Controls - once the game is paused, you can move the camera and detach it from the character. This means that the engine renders the same frame hundreds or thousands of times, with different noise patterns, and averages the results. In this mode, denoisers and some other real-time rendering approximations are disabled, and the image is produced using accumulation rendering instead. When a single player game or demo playback is paused with the pause key, the photo mode activates. Added display of the selected inventory item name in the status bar.Added support for loading map-specific files with sky clusters, which should be useful for custom maps.Added support for selecting which display should be used for the fullscreen mode.Added support for campaign video cutscenes.Added support for Depth of Field in Photo Mode.Added free camera controls for Photo Mode when the game is paused.Hey, everyone! Today we're releasing v1.3.0, featuring an exclusive Photo Mode, support for video cutscenes, and further improvements.
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