The virtual world of Grand Theft Auto V has it all. Gritty urban neighborhoods packed with action and intrigue. Sprawling forests and canyons teeming with wildlife. Even, um, immersive undersea environments ready for you to explore.
It vividly demonstrates that no one can touch GTA V developer Rockstar Games when it comes to building digital realms. Shadows are key to creating more realistic worlds because the human brain can perceive subtle differences in images — both consciously and unconsciously.
In nature, the closer a shadow is to the object casting the shadow, the more detailed it is. Shadows progressively soften as the distance from the objects casting them increases. PCSS also reduces the prominence of shadow aliasing — the jagged lines on the edges of shadows. The picture below, from GTA Vshows the benefits. Only a small amount of diffusing occurs. Another example is below.
Now compare it to a real shadow photographed on our campus below. Leaves and limbs overlap, blocking out most of the light. Light pops though gaps in the canopy. The GTA V screenshot below could almost be a photo.
Nvidia PCSS Added To 'Dying Light: The Following'
Your Email Address. Send Email. PCSS only gets better as shadows become more complex.Menu Menu. Search Everywhere Threads This forum This thread. Search titles only. Search Advanced search…. Everywhere Threads This forum This thread. Search Advanced…. Log in. Category 1 Category 2 Category 3 Category 4. Support UI. X Donate Contact us. New posts Trending Search forums. What's new. New posts New profile posts Latest activity. Current visitors New profile posts Search profile posts Billboard Trophies.
Question I uninstalled my nvidia drivers and now I got no monitor display. Post thread. News comments. Started by lotr Today at PM Replies: 3.
Started by nwgamelover Today at PM Replies: 7. Latest posts A. Latest: anotherhardwarenoob A moment ago.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. I use Nvidia PCSS, but i notice that it just blurs the shadows a bit compared to every other setting.
Would it be best if i just keep shadow quality at very high and turn soft shadows to sharp? I already play with very high shadows in fact, i play at very high settings. For those wondering of my specs, you can find them on my profile page. Last edited by KobraKira ; 23 Apr, pm. Showing 1 - 12 of 12 comments.
Brak View Profile View Posts. It blurs the shadows depending on how long it is, its in my opinion very realistic but if you don't like it yeah try the sharp setting and very high shadow quality, it'll still look good for sure.
I'll go with soft. No suggestions View Profile View Posts. Neur0s1s View Profile View Posts. Originally posted by D-M4L1C3 :. Last edited by Neur0s1s ; 2 Feb, pm.
Originally posted by JasonDotCalm :. Per page: 15 30 Date Posted: 23 Apr, pm. Posts: Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
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Change language. Install Steam. Store Page. Showing 1 - 11 of 11 comments. Gunfighter-1 View Profile View Posts. To me, the shadow mapping up close is more distinct in terms of detail. The only problem is that it adds an additional layer to the shadowing process, via ray tracing.
It might be awesome for CG animations, but the performance cost Not sure if it's worth eating 20 fps on a detail I'm going to pay little mind to. Last edited by Gunfighter-1 ; 16 Jun, am. Last edited by Kenny Fowler ; 16 Jun, am.
Franky View Profile View Posts. Am i glad i have gtx ;D.
I see no difference in either example. Clearly a useless feature. Eddy63 View Profile View Posts. Originally posted by Hells Assailant :. Originally posted by yusupov :. Originally posted by Kenny Fowler :. Last edited by DanteYoda ; 9 Jul, pm. Originally posted by DanteYoda :.Nvidia PCSS is an algorithm that mimics the behavior of shadows in nature, progressively softening shadows as the distance from the casting object increases and reducing aliasing on the edges of the rendered shadow.
You can see exactly how PCSS affects the appearance of shadows from the side-by-side picture above. The shadows cast on the car and the sidewalk below it blend into the scene naturally with PCSS enabled, whereas the shadows are jagged and stick out without the Nvidia Gameworks technology. When we benchmarked the original release of Dying Lightwe concluded that the game was rather graphically demanding, with many mid-range GPUs falling below 30 fps at p with max settings.
A GTX provided well above 60 fps. Follow Derek Forrest on Twitter. Topics Gaming. See all comments Last time I checked, GameWorks runs like crap on Nvidia cards too, especially if it's not a maxwell card. It's piss poor that two of the best cards out cannot handle a GameWorks features that only marginally improve visuals, especially at p. Nvidia GameWorks is trash and Nvidia should be ashamed for such a sham of a developer relations program. And the whole scene looks a lot darker Edit: Just a TOD issue.
It doesn't appear as bad as Nvidia's demo version. It's okay, didn't check my FPS prior to turning it on but no performance issues with it on. Personally i like that Nvidia pushes the features of tomorrow already today Too few developers are truly innovative when it comes to new gfx features and rather just do it "good enough" aka Console dev style.
Things like this is pushing the bar further and it's optional so even when its a performance hit it shows whats around the corner in way more titles - Just like crysis for instance did and many were having a personal crysis : about not beeing able to run it at max settings - It still was very scalable and most of the demanding features were optional There are quite a few considerations about how they blur each shadow, just like each shadow in nature it have several factors dictating how blurred the shadow will be distance to shadow casting object for instance.
So no its not just general "standard" blur on every shadow hence the seemingly large performance hit on both brands This was really demonstrated to me in GTA V Regarding the flame war, it's hard to deny that nVidia Gameworks titles are often plagued by lopsided performance issues GW has rarely brought me an optimized AND beautiful experience.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
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The intent is to simulate a more realistic falloff where the shadows get progressively softer the further the receiver is from the caster. This effect is easy to spot in real life, such as when looking at tree shadows:. I thought this photo was really cool, so I did a quick recreation as a test:. Currently only works with "Directional" light sources, as it's primarily an override of the "Screen Space Shadows" shader in the graphics settings, but I'm looking into the possibility of directly overriding the actual "UnityShadowLibrary.
Currently working inthough the shadows themselves should still work with 5. This asset and any improvements will remain free both as in beer and speechbut if you wish to support me spending extra time on this, you can donate to me through PayPal. NOTE: Please do not feel pressured to donate it's just an option if anyone wishes to support me spending more time on this, and less on my game, which I can't even use it for. Thanks for the interest, and I hope you guys get some good use out of it! We use optional third-party analytics cookies to understand how you use GitHub.
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TheMasonX Updated to Updated to Git stats 28 commits. Failed to load latest commit information. Aug 4, I was also worried that there would be a lot of things that we would want to do which would cost more money, but all of the most amazing things were free, and were part of the Nordic Visitor Itinerary.
Grand Theft Auto V PC Graphics & Performance Guide
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NVIDIA Hybrid Frustum Traced Shadows
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