Amazing GTA V Image Quality Mod

The point is looking at the sun should literally be the brightest thing possible you can do. Why isn't it WHITE? Here's an example of blinding sun:

http://aphs.worldnomads.com/thebigtrip/17701/DSCF4172.jpg

It's white, if in-game the color of the sun is only light grey, what exactly would constitute something bright enough to be white?

That picture is horribly overexposed. It's near sunrise or sunset, and it shouldn't look anything like that (in a decent photo). As for the eye, the eye has far greater dynamic range than most (all?) cameras.

Regardless, it's a game, and you make things look real, but you also want it to look decent and this mod look great to my eyes. If you want a mod to look like that picture above, make it, but I promise you that few people want GTA to look that bad.
 
Do you think this looks better:
Yeah that's way better, removes the heavy tinting, intense curb shadows, has a more natural light range and actually starts looking like LA. I guess I'm crazy then for liking that kind of lighting over the mod.

nilepez said:
That picture is horribly overexposed. It's near sunrise or sunset, and it shouldn't look anything like that (in a decent photo). As for the eye, the eye has far greater dynamic range than most (all?) cameras.

Regardless, it's a game, and you make things look real, but you also want it to look decent and this mod look great to my eyes. If you want a mod to look like that picture above, make it, but I promise you that few people want GTA to look that bad.
That was just a quick photo I pulled out of a hat, it's not perfect either, the point is looking at the center of the sun in the morning should be WHITE, not light grey. Look at the color range picture I posted afterwards to see what I'm talking about.
 
Considering the processing power it takes to run these mods; how far off is this from rendering with Ray Tracing?
Also what impact will DX12 make if there is a port?
 
it might be fine at full screen... almost nothing shown there would be pure white IRL
 
i mean used in a game where all lighting sources are rendered via ray tracing.

Here's the thing: you will NEVER see realtime Ray-tracing in a AAA title. Simple fact of the matter is that it has been possible to do in real-time for ten years. The reason you don't see it in games is because it is simply slower than 'shortcut' or traditional techniques that accomplish nearly the same level of quality. This will ALWAYS be the case. It's the same reason why we don't have NURBS rendering in any AAA title as well, simply put: the shortcuts and current pipeline techniques are vastly faster than brute-force Ray-tracing, and that will NEVER change.

The big asterisk with that is 2.5D deferred effects. Some Ambient Occlusion effects use Ray-tracing in 2.5D screen-space, as well as 2.5D screen-space reflections. These effects are still shortcut techniques designed to give you a 'close enough' effect without having to brute-force full-resolution Ray-tracing.
 
Yeah that's way better, removes the heavy tinting, intense curb shadows, has a more natural light range and actually starts looking like LA. I guess I'm crazy then for liking that kind of lighting over the mod.

That was just a quick photo I pulled out of a hat, it's not perfect either, the point is looking at the center of the sun in the morning should be WHITE, not light grey. Look at the color range picture I posted afterwards to see what I'm talking about.

OK, I accept that the white balance is off, but overall, I love the look and I don't think I'd spend a lot of time looking up at the sun in life or in the game. Maybe it needs fixing (or maybe the author wanted it to look like that).

I think the overall look is great (but I didn't look at every single screen cap, so maybe some of the others are terrible).
 
I agree that SweetFX is overrated, but I am glad enbseries is being used for GTAV. After the difference it made on IQ for gta4, I'd hoped it would get used with 5 as well. Good job.
 
that will NEVER change
I disagree. History has shown these types of tricks come and go. BSP trees, for a more recent example, and of course static light maps.

Look at OTOY Octane, or KeyShot, or any real-time unbiased renderer... the pros seem to outweigh the cons right about now, and best of all artists are HAPPIER (this is very important!)

I also think things like Megatextures and Voxels will become more practical and maybe replace the traditional tiled/wireframe systems. Remember those "Unlimited Detail" videos from a year or two ago? That stuff is legit, just not yet good enough to use in games. Maybe in 10 or 20 years, I'm not sure when...

Anyways, it's kind of off topic, as I doubt anyone will be able to make a Mod for GTAV to use these newer technologies.
 
OK, I accept that the white balance is off, but overall, I love the look and I don't think I'd spend a lot of time looking up at the sun in life or in the game. Maybe it needs fixing (or maybe the author wanted it to look like that).

I think the overall look is great (but I didn't look at every single screen cap, so maybe some of the others are terrible).
The sun is just an easy example, the point is the mod doesn't use the full color range and acts like the entire image is faded (and as someone in a previous pointed out, heavily tinted with a teal shade for some areas). Stuff like this takes away from the realism which is the whole point of it in the first place? It's just odd, like they want to make it better looking, do a fantastic job in some areas, then completely wreck simple things. The original doesn't hit the same highs, but it doesn't hit the same lows either.
 
I think you're overstepping by saying this. You mean with technology as it is, right?

I disagree. History has shown these types of tricks come and go. BSP trees, for a more recent example, and of course static light maps.

Look at OTOY Octane, or KeyShot, or any real-time unbiased renderer... the pros seem to outweigh the cons right about now, and best of all artists are HAPPIER (this is very important!)

I also think things like Megatextures and Voxels will become more practical and maybe replace the traditional tiled/wireframe systems. Remember those "Unlimited Detail" videos from a year or two ago? That stuff is legit, just not yet good enough to use in games. Maybe in 10 or 20 years, I'm not sure when...

Anyways, it's kind of off topic, as I doubt anyone will be able to make a Mod for GTAV to use these newer technologies.


Its more along the lines of why we see SO many console games run at 30 FPS, 900p etc: The consoles CAN run higher resolutions, higher framerates, etc: but there need to be concessions made to other aspects of the game, image quality, you get the idea.

WE CAN do real-time ray tracing now. We will still be able to do this 10-20 years from now. But if you want to use real-time ray tracing, you have to make concessions elsewhere. It will ALWAYS be faster to render things using traditional 'close enough' techniques than to run brute-force ray tracing. Lets say technology gets 150x better in 10 years. We can now run raytracing 150x faster than we could before, but we can ALSO run the 'shortcut' techniques 150x faster. Those 'shortcut' techniques are going to give you 'good enough' visuals (for the generation) MUCH faster than the raytracing techniques.

Its like automotive engines. A 2015 semi-truck will ALWAYS be slower than a 2015 supercar. Maybe in 50 years, the 2065 semi-truck will be faster than the 2015 supercar, but it WON'T be faster than the 2065 supercar. If you want to go fast, you grab the supercar.

In 20 years, we may be able to run realtime ray-tracing at 60 FPS 4K that makes Crysis 3 look like garbage, but in that time we will also have 288FPS 8K traditionally rendered games that make Crysis 5 look like playshool.
 
Thing is, it's not just about raw speed, convenience for artists/developers also weighs in. That was my point. We'll certainly see which way things go... I'm looking forward to it :D
 
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