(05-24-2016, 02:36 PM)Kamikaze_Ice Wrote: Is that Twilight Princess? I can't believe I played that on the Wii instead of in Dolphin.
Nice screenshot. You're right, that grass does need some attention. I'm curious as to how it got that tall when the ground at the base of the blades indicates very poor soil (dry, little to no nutrients). Dense clusters of grass like this shouldn't be possible!
If I may make a suggestion, try adding in some Light Scattering via IshiirukaFX (Bloom tab). I'd start by setting the top three sliders (Width/Power/Intensity) to their left most value (0.5, 1.0 & 0.1 respectively). I find this to be a great base to start tweaking the remaining sliders for each game. This will produce a subtle spatial volumetric/atmospheric effect in games. Except games where none of the post-processing triggers prevent depth buffer effects from screwing up the 2d/interface elements. You can't see the volumetric effect in a screenshot and I video compression couldn't demonstrate it correctly so it's kind of hard to describe it. Since you're apparently using SSAO in that screenshot, I think this would be a great addition in that Zelda game as it would add a more realistic volume to the engine's lighting system.
I do think the bloom shown is too strong though. Looks very out of place on my display, calibrated to Rec. 709 standards. But game in general don't adhere to those standards, and few developers like Naughty Dog actually design with and for such standards. Just wanted to mention that as constructive criticism since you mentioned the game looking more realistic (No Nintendo game follows any standards. They don't even support Limited or Full range RGB options for HDMI on consoles!)
If you have Xenoblade, you can try my settings out if you're curious about the subtle volumetric effect. If you do, be sure to set the post-processing trigger to "On EFB Copy" (Same shader settings used with "On Swap" will be too weak).
SSAO2.ini
SSGI.ini
IshiirukaFX.ini
Another trick you can try is to use SSAO2 in conjunction with IshiirukaFX's Tonemapping (with Filmic and using tonemap type "1") together.
SSAO2 acts as a dynamic overlay "mask" for the tonemapping.
Tonemap type "1" is used because it covers low mid and high contrast ranges. I use an aggressive tonemap type 1 configuration because it gets masked by SSAO2 in a non-linear fashion. Mostly on the high end, a little less on the low end and even less for the midrange. This also helps deal with almost all color saturation and you only need to use the Pixel Vibrance tab to (de)saturate the color(s) that is the developers were really lacking. I like to leave BLUE alone at 1.0 and adjust red first and then green, if needed. I do this because Blue is the color hardest to see by typical human eyes (green being the easiest). Just look at the corners of a CIE chart, blue covers the smallest area of the viewable spectrum (triangle).
@Tino:
Just to keep my post on topic (sorry ), as a future feature request I'd like to see a way to save configurations in the interface itself. Game specific configs would be nice (hook or inside <GameID>.ini?).
But I'd really like some sort of A/B/X comparison method. If you're unfamiliar with the term, it's mostly used in the speaker/home theatre/recording communities.
The TL;DR of this is basically a single button/box to instantly change between settings. Now users don't need to waste time changing settings every time they want to check the other configuration.
Again, just something to think about in the future. This could be extended to video/post-processing configurations as well.
I'm not sure what rec 709 is. I'm doing all this on a Vizio 4k tv. XD Yeah I had planed on turning down bloom a bit.