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Predator.v2

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About Predator.v2

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    Fireteam Leader
  1. PR Vets, vote here.

    This map only worked due to armor/inf/CAS (/transport) crossplay. To make this work in PR, inf would at least need the TOW or a suitable HAT Kit (don't get me started about tandem rpg...).
  2. I am using 1,5 Super Sampling Antialiasing, SMAA and around 1/3 Sharpen. Works pretty good for me. Not quite as good as with Reshade, but what can you do..
  3. Reshade

    @Gatzby: I know a lot of people who don't like Squad's general blur, especially combined with TXAA (the only AA that helps with pixelated vegetation). Since the ingame "Sharpen" isn't strong/good enough (even on 1 and i suppose it is the old luma sharpen filter?), could we either get a sharpen update (adaptive sharpening filter) or at least the option to set it higher than the current max value?).
  4. Reshade

    Mainly i used Reshade to apply some Adaptive Sharpening, since the ingame sharpen is way worse (i suppose its the old luma sharpen and waaay too weak even on max setting to counter TXAA Blur). Maybe Devs could open like a poll, ask for the favorite Reshade effects and integrate them into their game?
  5. Mini-map

    Just came here, to say exactly that. Something to kinda simulate a gps, driving with the map open is extremely annoying.
  6. Re-makes of classic bf2:PR maps?

    Please ... gimme ... Muttrah!
  7. MSAA broken

    Not sure, but have you set your game to run in borderless or windowed mode before installing SweetFX? And did SFX ask you DX version? Should be 10/11.
  8. MSAA broken

    If someone wants to use my SweetFX setting with SMAA and slight LumaSharpen: https://www.dropbox.com/s/xy4iclkc1wcn9ns/Squad%20SweetFX%20SMAA%26Luma%20Sharpen.zip?dl=0 I have quoted Melbo in the Readme for the SweetFX installation.
  9. As of 4.0 my MSI Afterburner Overlay isn't working anymore. Does anyone have an idea why that might be? Steam Overlay for showing my fps is still working and i can still use SweetFX.
  10. Post Process Feedback

    Bruno asked me to open a pp thread with my feedback: I really like the new effects this far and did tons of testing on the firing range. But i got some questions and feedback. Motion blur: I really like the motion blur effect. With high fps it is one of the best motion blurs i have ever seen, subtle and really smooth. And i usually don't even like motion blur. But i found 2 little things about it that bug me. With motion blur, your weapon gets all "blocky" when looking around fast. http://oi64.tinypic.com/2yl8wup.jpg And in your sights the red dot and scope arrow blur out heavily http://oi63.tinypic.com/255l8yg.jpg http://oi68.tinypic.com/vo1ncp.jpg AO looks really nice. Bloom settings helps a lot. I don't quite like the effect on epic on some forest maps, so i am running medium and am really happy with it. Subtle but immersive. Eye adaptation, had difficulties to actually see the effect. Maybe if i had a little more insight, but most of the time (on firing range) it only increased the brightness inside and outside of buildings. Couldn't find any difference between Effects, Auto Exposure and Lens Flares on or off. I know some effects can't be enabled and disabled ingame, without restarting the game/map, so it was kinda difficult to create comprising screenshots. Could you give us a bit more insight on these effects and maybe a screenshot or video about how they work (and where you can seen them)? Have you disabled fxaa and temporal aa? I am using SweetFXs SMAA which creates far superiour results then fxaa or temporal aa, maybe you wanna look, if you can introduce it into squad. So much about my feedback. Keep up the good work!
  11. Pixelated 1P character when moving

    it is motion blur.
  12. VFX Feedback for Bruno :)

    I really like the new effects this far and did tons of testing on the firing range. But i got some questions and feedback. Motion blur: I really like the motion blur effect. With high fps it is one of the best motion blurs i have ever seen, subtle and really smooth. And i usually don't even like motion blur. But i found 2 little things about it that bug me. With motion blur, your weapon gets all "blocky" when looking around fast. http://oi64.tinypic.com/2yl8wup.jpg And in your sights the red dot and scope arrow blur out heavily http://oi63.tinypic.com/255l8yg.jpg http://oi68.tinypic.com/vo1ncp.jpg AO looks really nice. Bloom settings helps a lot. I don't quite like the effect on epic on some forest maps, so i am running medium and am really happy with it. Subtle but immersive. Eye adaptation, had difficulties to actually see the effect. Maybe if i had a little more insight, but most of the time (on firing range) it only increased the brightness inside and outside of buildings. Couldn't find any difference between Effects, Auto Exposure and Lens Flares on or off. I know some effects can't be enabled and disabled ingame, without restarting the game/map, so it was kinda difficult to create comprising screenshots. Could you give us a bit more insight on these effects and maybe a screenshot or video about how they work (and where you can seen them)? Muzzle shockwaves are really impressive. As already mentioned maybe tone down the white particles, but really immersive already. Smoke grenades are definitely one of the highlights in this update. The smoke collisions with walls... damn impressive work. Have you disabled fxaa and temporal aa? I am using SweetFXs SMAA which creates far superiour results then fxaa or temporal aa, maybe you wanna look, if you can introduce it into squad. Doesn't look like you have already implemented truesky. I saw the sneakpeaks and wondered when we can "roughly" expect this in the game (weeks, months, years)? So much about my feedback. Keep up the good work! edit: Bloom updated
  13. Kickstarter $37 pledge reward idea

    I have two questions: 1. Why does the 30$ Backer Level cost 37$? Are the seven dollars kickstarters fee? 2. When i fund the game with 37$, i basically get the same package, everyone gets who buys the game once it is released as early access on steam (minus the game/forum tag). When they assume 35$ retail price and you track other early access games on steam, you can assume the early access gonna be a bit cheaper than the retail version (only assume not know). So in the worst part you pay 2$ more than if you wait for the steam early access, maybe even 12-17$ more (many early access games cost around 20 bucks on early access). So for the increased risk (all crowd funded games have a risk never to be released) and the backer tag you pay more money, than when you wait it out? I don't wanna be a dick and probably gonna fund the game anyway the next few days (when i find access to a credit card, usually i only use paypal). But i wanna point out a somewhat "flawed" crowdfunding logic. Usually you either gonna pay less than if you wait for the first game release (compare Star Citizen, where players gotta pay more for their ships+alpha+beta access now). Or they gonna get some "more" exclusive things (other than tags). Usually this would be access to the alpha or beta tests. Usually the 20-50$ pack include alphas and/or betas. Well since you already reached your first stretch goals, this might not be a "big" problem, but i get the feeling that a lot of PR hardcore fans founded a large amount of money, to get access to the pre alpha/alpha. But i doubt many guys, who have never heard of and played PR gonna fund 123$ to get "full access". Well just my thoughts about this campaign. I was a big fan of PR and gonna help with this crowd funding campaign. But compared to other good kickstarter projects i have seen this far, "Squad" is probably one of the worst ones concerning the "rewards".
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