Risen 2 : Dark Waters screens are up. Looks Perfect! 3D Vision Ready for sure.
4 / 4
Hi. I tried the permanent shadow mode, and I find, it destroys a little to much the "carribbean atmosphere". A good compromise is Imho the following: change shadow settings in the ini, that it looks like this:
Then set shadows ingame in this case on "high" because we changed the "high" settings.
After that, go to ingame options and set brightness minus 0,1 and gamma minus 0,1
These settings only switch off object shadows, but leave on Ambient Occlusion (Self shadowing) and the Terrain Shadows. Looks great in 3D even with full depth, far better than simply shadows Off, and - Imho- also better than the permanent shadow mode.
Try in out.
Hi. I tried the permanent shadow mode, and I find, it destroys a little to much the "carribbean atmosphere". A good compromise is Imho the following: change shadow settings in the ini, that it looks like this:
<High
DetailShadowMapCount="3"
DetailShadowMapSize="1024"
DetailShadowMapSplitFactor="0.2000"
DetailShadowMapViewRange="10000.000000"
EnableDetailShadows="false"
EnableTerrainShadows="true"
TerrainShadowMapSize="1024"
TerrainShadowMapMaxDistance="100000.0"
ScreenSpaceAmbientOcclison="true"
SoftShadows="true"
>
</High>
Then set shadows ingame in this case on "high" because we changed the "high" settings.
After that, go to ingame options and set brightness minus 0,1 and gamma minus 0,1
These settings only switch off object shadows, but leave on Ambient Occlusion (Self shadowing) and the Terrain Shadows. Looks great in 3D even with full depth, far better than simply shadows Off, and - Imho- also better than the permanent shadow mode.
@Sam:
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='3d4dd' date='24 June 2012 - 09:26 PM' timestamp='1340569590' post='1426056']
@Sam:
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
[/quote]
Thanks for the informaton. I will try your Sky Mod /smile.gif' class='bbc_emoticon' alt=':smile:' /> . I think, this way Risen 2 is quite enjoyable in S3D, despite the shadow issue...
[quote name='3d4dd' date='24 June 2012 - 09:26 PM' timestamp='1340569590' post='1426056']
@Sam:
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
Thanks for the informaton. I will try your Sky Mod /smile.gif' class='bbc_emoticon' alt=':smile:' /> . I think, this way Risen 2 is quite enjoyable in S3D, despite the shadow issue...
to me risen is working normally in 3D with shadows OFF, but removing the shadows isn't something that i accept on a game with so beautiful shadows, i hope they release a fix for that soon. for now there are other titles to play.
to me risen is working normally in 3D with shadows OFF, but removing the shadows isn't something that i accept on a game with so beautiful shadows, i hope they release a fix for that soon. for now there are other titles to play.
I have tried risen 2 recently and have not modded it other than the first 2 official updates...
The shadows are fine BUT ONLY WITH ZERO CONVERGENCE. When increasing the convergence, the shadows start to separate and break. Other than having zero convergence, I had to turn off water reflections, and only the NIGHT sky is left broken now.
Only the night sky is broken, nothing else.
I must add that zero convergence is a bit pants, it looks unrealistically flat...
I have tried risen 2 recently and have not modded it other than the first 2 official updates...
The shadows are fine BUT ONLY WITH ZERO CONVERGENCE. When increasing the convergence, the shadows start to separate and break. Other than having zero convergence, I had to turn off water reflections, and only the NIGHT sky is left broken now.
Only the night sky is broken, nothing else.
I must add that zero convergence is a bit pants, it looks unrealistically flat...
<High
DetailShadowMapCount="3"
DetailShadowMapSize="1024"
DetailShadowMapSplitFactor="0.2000"
DetailShadowMapViewRange="10000.000000"
EnableDetailShadows="false"
EnableTerrainShadows="true"
TerrainShadowMapSize="1024"
TerrainShadowMapMaxDistance="100000.0"
ScreenSpaceAmbientOcclison="true"
SoftShadows="true"
>
</High>
Then set shadows ingame in this case on "high" because we changed the "high" settings.
After that, go to ingame options and set brightness minus 0,1 and gamma minus 0,1
These settings only switch off object shadows, but leave on Ambient Occlusion (Self shadowing) and the Terrain Shadows. Looks great in 3D even with full depth, far better than simply shadows Off, and - Imho- also better than the permanent shadow mode.
Try in out.
Greetings, Sam
<High
DetailShadowMapCount="3"
DetailShadowMapSize="1024"
DetailShadowMapSplitFactor="0.2000"
DetailShadowMapViewRange="10000.000000"
EnableDetailShadows="false"
EnableTerrainShadows="true"
TerrainShadowMapSize="1024"
TerrainShadowMapMaxDistance="100000.0"
ScreenSpaceAmbientOcclison="true"
SoftShadows="true"
>
</High>
Then set shadows ingame in this case on "high" because we changed the "high" settings.
After that, go to ingame options and set brightness minus 0,1 and gamma minus 0,1
These settings only switch off object shadows, but leave on Ambient Occlusion (Self shadowing) and the Terrain Shadows. Looks great in 3D even with full depth, far better than simply shadows Off, and - Imho- also better than the permanent shadow mode.
Try in out.
Greetings, Sam
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@Sam:
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
[/quote]
Thanks for the informaton. I will try your Sky Mod
Greetings, Ysam
@Sam:
Thank You for the hint!
Looks really interesting and fits very well to the sky that my mod provides: with the hazy sun only very large objects cast shadows (= terrain shadows) whereas smaler objects like the characters only have diffuse shadows (ambient occlusion). See http://photos.3dvisionlive.com/3d4dd/image/4fe77a063785015056000000/
Insinde buildings I still prefer the permanent shadow mode.
Thanks for the informaton. I will try your Sky Mod
Greetings, Ysam
|Asus P8Z68-V|GeForce GTX 680|i7 2600k|Antec Kuhler 620|8GB Corsair Vegeance 1600|Corsair GS700|Haf 922|Benq XL2410T|
The shadows are fine BUT ONLY WITH ZERO CONVERGENCE. When increasing the convergence, the shadows start to separate and break. Other than having zero convergence, I had to turn off water reflections, and only the NIGHT sky is left broken now.
Only the night sky is broken, nothing else.
I must add that zero convergence is a bit pants, it looks unrealistically flat...
The shadows are fine BUT ONLY WITH ZERO CONVERGENCE. When increasing the convergence, the shadows start to separate and break. Other than having zero convergence, I had to turn off water reflections, and only the NIGHT sky is left broken now.
Only the night sky is broken, nothing else.
I must add that zero convergence is a bit pants, it looks unrealistically flat...
|Asus P8Z68-V|GeForce GTX 680|i7 2600k|Antec Kuhler 620|8GB Corsair Vegeance 1600|Corsair GS700|Haf 922|Benq XL2410T|