![]() The game really should've shipped with a 2nd reflection setting for water bodies only like in RE7. You really are not missing anything but making image quality worse for a lot of wasted performance. Take a look a look at some of the photos they shot and decide for yourself if the Pixel 3 is good enough to be your go-to travel camera. (It's bad enough that having the character model occlude the floor in front of it causes a ton of ghosting effects with TAA enabled) This week on DPReview TV, Chris and Jordan reviewed the Google Pixel 3 XL camera. Which causes the effect to constantly draw in and out in an area it shouldn't. On small bodies of water on the ground, like in the showers on the 2nd floor it is applied to the surface of the water but no real reflections are actually visible it just creates a warping/smearing effect on the surface of the water instead due to the reconstruction not being temporally stable.ĭue to being screen space it creates a huge number of depth dicontinuities due to the space in front of the character models being occluded in screen space. It has a lot of ghosting in motion as they are using a separate reconstruction method to filter the low quality noisy input to save performance. It turns static specular reflections on many surfaces into smeared messes (The Main Hall is a perfect example of this.) SSR is applied in tons of places it shouldn't be It only looks good on large bodies of water but not all. ![]() It takes the place of a lot of static cube mapped reflections that just look far better when SSR is disabled. Specially in the Labs wallsYou really won't though. It has its flaws yes but you will lose a lot of detail in the scenery. I don't recommend turning off SSR though. Also make sure you're not using Interlaced mode in the Rendering Method option. Still is this alright now? Please take a look at the railing of second floor, I got these wierd black shadow bugs almost everywhere. Originally posted by Fekx:So this is with TAA.
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