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Can't find what exactly causing this red/yellowish blurry outline/DoF

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    Can't find what exactly causing this red/yellowish blurry outline/DoF

    Here are two screens for comparisson: http://imgur.com/a/6CNzW

    Most noticiable part of this blurry thing is around AK-47 rifle. My eyes/vision gets very tired when playing like that, so i turn post-processing down to very low, but then there is no ambient occlusion and anti-alising gets a bit worse.

    In Scalability.ini i have following:

    [PostProcessQuality@4]
    r.MotionBlurQuality=0
    r.BlurGBuffer=0
    r.AmbientOcclusionLevels=4
    r.AmbientOcclusionRadiusScale=1.0
    r.DepthOfFieldQuality=0
    r.RenderTargetPoolMin=400
    r.LensFlareQuality=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.EyeAdaptationQuality=2
    r.BloomQuality=0
    r.FastBlurThreshold=15
    r.Upscale.Quality=0
    r.TonemapperQuality=1
    r.Tonemapper.GrainQuantization=1
    r.Upscale.Softness=0
    r.PostProcessAAQuality=4

    I added all those lines myself, originally file was blank. I thought that setting bloom, DoF and blur to 0 would do the trick and i will get good Ambient occlusion with good anti-aliasing without any blurry stuff. Bur for some reason these cvars don't take any affect.

    Am i doing something completely wrong or it's just not these exact options and i should change some other cvar?

    #2
    Did you figure it out? I think I saw a post on reddit. It's the chromatic aberration.

    Comment


      #3
      Originally posted by jonimake View Post
      Did you figure it out? I think I saw a post on reddit. It's the chromatic aberration.
      Yep, i asked same question on reddit and some good person replied that it might be scene fringe effect, and indeed it is.
      Here is info on it: https://docs.unrealengine.com/latest...s/SceneFringe/
      Also, corresponding cvars are:
      r.SceneColorFringe.Max=0
      r.SceneColorFringeQuality=0

      Zeroes disable this effect.

      ps in my case part of the problem also lied in that game doesn't want to register epic sacalability options @4, but registers changes at [PostProcessQuality@3]. Don't know why though, maybe some inherent bug of devs, but using 3 for now
      Last edited by DrakeD0g; 05-29-2017, 05:05 AM.

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