I really don't get Bethesda, they keep trying to make their games cinematic or some such s#*! and end up uglifying them. Excessive fog, badly done bloom and blur effects, terrible volumetric lighting that is really just a fog effect and contrast/saturation that is the worst I have seen in a game since 2005. All that is not the game engine but Bethesda's ham handed way of trying to make it do things without actually knowing how those things work. I am really thinking the core group of devs at Bethesda are working on new game design without having a clue on how it all works.
lol ive also questioned this myself, lately it feels a lot like the core team at bethesda is just a bunch of glorified modders that do what the guys and girls here do, they probably have an actual development team that knows the engine and code they bring in and pay contractually, then hand the engine and work back to their dedicated modder team that writes scripts and basic code for the games, which is why TES and FO are essentially the same game with all the same functions, just crafted slightly different with a different graphic to the UI design, that way they dont have to pay an experienced dev team full time all the time to keep working on games from the engine they made
but i could be completely off base of course cuz i have no idea how they run their studio, the 1 thing that is obvious tho is even if their dev team is competent, they still dont know what the game they are making should really be and how fans of those games like them, or the devs do but the studio heads are like "nah add this and do that" while the devs are like "wtf? okay i guess whatever you say", then we end up with FO76 lol, the 1st fallout PVP game nobody wanted, if they would have focused on Coop and group survivial they may have been alright, but theres countless other things they F'ed up too tho so it probably wouldnt have saved it, which is sad cuz these games should and could be amazing (and some still are amazing even with all the stuff they obviously botched, which tells you how amazing it could have been if it was done well)
so i as well have no idea what bethesda and other major game development publishers / dev studios think they are doing, or it seems like they dont know what they should be doing
Does anybody know how to enable TAA while using a camera filter? For example, when crafting with this mod TAA is disabled and everything is sharp and jagged. The vanilla blur helps hide it a little bit, but it's still a problem in the base game. Just easier to see now that the filters are gone. I can see in the mod screenshots that TAA is not enabled, so there isn't a difference.
Edit: Using an additional AA method such as fxaa through your gpu control on top of the taa helps a lot. The game gets slightly smoother, but the sharpness is greatly reduced when camera filters are in use.
i actually think i had depth of field off when i took those, should be in the launcher if i remember correctly? if not i may have modded my configuration file to have depth of field off during those scenes, but it's been so long i don't quite remember
Is there anyway to have a pause menu only version, or is everything interconnected? That's the only one that bothers me (yes I paused that must mean I want to have no idea what's going on and not be able to see anything...), and if they are too interconnected, I'm tempted to try this mod anyway.
Hey Lolzman, I absolutely cannot play without this mod, I love it I was wondering though, is it possible to keep the camera filter when picking locks? It seems like the screen gets these ugly deep shadows at the lock picking interface and it becomes very jarring without having any blur.
edit: only appears when picking locks inside a cell. picking a lock when outside looks perfect.
The effect used for lockpicking is probably just a generic blur filter, if I brought that back it'd also bring back a lot of other blur like on workbenches.
Ah is this what was causing it? I kept noticing something strange wasn't sure what it was (probably too focused on the lock part itself to notice fully)
Actually, do you know if it's possible to remove the filter on the weapons/armour at the workbenches? It's a bit difficult to see their details and colours when they're highlighted and transparent.
Yeah, there's also an .ini setting that affects it inside the Pip-boy, but I haven't seen anything for the workbenches yet. Maybe it's just hard-coded?
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thank you
but i could be completely off base of course cuz i have no idea how they run their studio, the 1 thing that is obvious tho is even if their dev team is competent, they still dont know what the game they are making should really be and how fans of those games like them, or the devs do but the studio heads are like "nah add this and do that" while the devs are like "wtf? okay i guess whatever you say", then we end up with FO76 lol, the 1st fallout PVP game nobody wanted, if they would have focused on Coop and group survivial they may have been alright, but theres countless other things they F'ed up too tho so it probably wouldnt have saved it, which is sad cuz these games should and could be amazing (and some still are amazing even with all the stuff they obviously botched, which tells you how amazing it could have been if it was done well)
so i as well have no idea what bethesda and other major game development publishers / dev studios think they are doing, or it seems like they dont know what they should be doing
Edit: Using an additional AA method such as fxaa through your gpu control on top of the taa helps a lot. The game gets slightly smoother, but the sharpness is greatly reduced when camera filters are in use.
I was wondering though, is it possible to keep the camera filter when picking locks? It seems like the screen gets these ugly deep shadows at the lock picking interface and it becomes very jarring without having any blur.
edit: only appears when picking locks inside a cell. picking a lock when outside looks perfect.