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SA::Render

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TJGM
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#211

Posted 11 July 2013 - 08:22 PM

QUOTE (PetkaGtA @ Thursday, Jul 11 2013, 20:18)
@Musi yes you right to run it with at least with 0.3 fps you need gtx 780(cause marty tried it on gtx Titan and he got only 0.28 fps), intel core i7 4.0 Ghz(well for more preformance you need 8-core processor with at least 6 Ghz), 128 GB of RAM and 3 TB space on disk for incredible 1 million strings of shaders and amazing images(300-500 GB)...
@H3NR1QU3 god damn my incredible plan is crashed

It's a good thing I can run that.

lpgunit
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#212

Posted 11 July 2013 - 11:47 PM

QUOTE (Rbn 3d @ Saturday, Jul 6 2013, 17:29)
Will vehicle reflections be cubemap-based or just screen space like ENB?

I would like to see cubemap reflections.
Very very nice stuff, this mod is going to be amazing!! tounge2.gif

I kinda' noticed that the reflections in the GTA Stories games appear to be screen-space, too. But yeah cubemaps would look 'swell, problem is that we might as well have to edit the materials on custom vehicles as some authors would use a different one from the vanilla vehicles.

nikobellico69
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#213

Posted 12 July 2013 - 12:38 AM

so maby it will work wit automan cars too?

i have a pack, so i want to give free download link to it, it is for original sa, it mod all cars and weapons

Silent
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#214

Posted 12 July 2013 - 12:43 AM

QUOTE (lpgunit @ Friday, Jul 12 2013, 01:47)
I kinda' noticed that the reflections in the GTA Stories games appear to be screen-space, too. But yeah cubemaps would look 'swell, problem is that we might as well have to edit the materials on custom vehicles as some authors would use a different one from the vanilla vehicles.

Yeah, Stories reflections are based on what you currently see indeed.

But regarding the materials - I'm sure they found a workaround, the most likely approach is that they replace specular maps* with reflection.


*Excuse me if stock SA reflections aren't specular maps - I'm not too good with all the modelling-oriented terminology.

lpgunit
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#215

Posted 12 July 2013 - 01:50 AM

QUOTE (SilentPL @ Friday, Jul 12 2013, 00:43)
QUOTE (lpgunit @ Friday, Jul 12 2013, 01:47)
I kinda' noticed that the reflections in the GTA Stories games appear to be screen-space, too. But yeah cubemaps would look 'swell, problem is that we might as well have to edit the materials on custom vehicles as some authors would use a different one from the vanilla vehicles.

Yeah, Stories reflections are based on what you currently see indeed.

But regarding the materials - I'm sure they found a workaround, the most likely approach is that they replace specular maps* with reflection.


*Excuse me if stock SA reflections aren't specular maps - I'm not too good with all the modelling-oriented terminology.

There aren't any specular maps per se, only a somewhat unused "specular" texture that was left over from the PS2 version.

What I do most of the time when I convert vehicles to any of the GTA3-era games is that I just copy-paste the materials off the stock model, mostly for compatibility purposes. Also, I think R* made the mistake of adding a reflectivity value to every single material in the cars, which explains why even the seats and other stuff end up getting reflections when you use ENBSeries.

Methical
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#216

Posted 12 July 2013 - 10:09 AM

Any chance of implementing a dither shader to remove the banding ?

You can see the banding in some timecycs between bottom/top sky colours, and you can also see them in the spotlights (check ThirteenAG's pictures of his 'lamppost' mod which uses the spotlights). You can see banding in the gradient.

SweetFX has the shader implemented, but it only works for changes that SweetFX makes (like Vignette for example)

Marty McFly
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#217

Posted 12 July 2013 - 08:23 PM

QUOTE (methodunderg @ Friday, Jul 12 2013, 10:09)
Any chance of implementing a dither shader to remove the banding ?

You can see the banding in some timecycs between bottom/top sky colours, and you can also see them in the spotlights (check ThirteenAG's pictures of his 'lamppost' mod which uses the spotlights). You can see banding in the gradient.

SweetFX has the shader implemented, but it only works for changes that SweetFX makes (like Vignette for example)

With true HDR implemented and generated skydome banding is gone. completely.

_DK
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#218

Posted 13 July 2013 - 04:08 PM

Yes, we will make real-time reflection for vehicles. It will be connected to default material reflection data (so you could enable/disable it and setup its intensity).

plk4
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#219

Posted 14 July 2013 - 01:05 PM

QUOTE (DK22Pac @ Saturday, Jul 13 2013, 16:08)
Yes, we will make real-time reflection for vehicles. It will be connected to default material reflection data (so you could enable/disable it and setup its intensity).

What technique are you using to achieve said reflections?

_CP_
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#220

Posted 14 July 2013 - 06:14 PM

Cubemap reflections.

Ivars
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#221

Posted 14 July 2013 - 06:53 PM

QUOTE (City_Poke912 @ Sunday, Jul 14 2013, 20:14)
Cubemap reflections.

Why cubemap if they know how to implement real time reflections?

Cubemaps are good only if you have bad PC.

plk4
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#222

Posted 14 July 2013 - 07:10 PM

QUOTE (ivars @ Sunday, Jul 14 2013, 18:53)
QUOTE (City_Poke912 @ Sunday, Jul 14 2013, 20:14)
Cubemap reflections.

Why cubemap if they know how to implement real time reflections?

Cubemaps are good only if you have bad PC.

Thats what I mean since he said they are using realtime, I'm just wondering how.

Marty McFly
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#223

Posted 15 July 2013 - 08:07 AM

AFAIK Sa only renders what is shown on the screen, something in your back is not drawn, you can see it if you raise your fov extremely. So real time reflections which reflect the actual map would turn out like screen space ones.

Ivars
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#224

Posted 15 July 2013 - 11:19 AM

QUOTE (Marty McFly @ Monday, Jul 15 2013, 10:07)
AFAIK Sa only renders what is shown on the screen, something in your back is not drawn, you can see it if you raise your fov extremely. So real time reflections which reflect the actual map would turn out like screen space ones.

Maybe they will force game to render objects behind player visibility too, in some certain distance to avoid huge lag.
Could be something like 'Real-time Screen Space Reflections'

Chilean Dawg
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#225

Posted 15 July 2013 - 12:26 PM

QUOTE (Marty McFly @ Monday, Jul 15 2013, 08:07)
AFAIK Sa only renders what is shown on the screen, something in your back is not drawn, you can see it if you raise your fov extremely. So real time reflections which reflect the actual map would turn out like screen space ones.

Then how do you explain the wardrobe mirror, roads wet reflection and some interior floors?

Ivars
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#226

Posted 15 July 2013 - 12:27 PM

QUOTE (Chilean Dawg @ Monday, Jul 15 2013, 14:26)
QUOTE (Marty McFly @ Monday, Jul 15 2013, 08:07)
AFAIK Sa only renders what is shown on the screen, something in your back is not drawn, you can see it if you raise your fov extremely. So real time reflections which reflect the actual map would turn out like screen space ones.

Then how do you explain the wardrobe mirror, roads wet reflection and some interior floors?

That's screen space reflection or flipped map.

Silent
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#227

Posted 15 July 2013 - 12:28 PM

QUOTE (Chilean Dawg @ Monday, Jul 15 2013, 14:26)
QUOTE (Marty McFly @ Monday, Jul 15 2013, 08:07)
AFAIK Sa only renders what is shown on the screen, something in your back is not drawn, you can see it if you raise your fov extremely. So real time reflections which reflect the actual map would turn out like screen space ones.

Then how do you explain the wardrobe mirror, roads wet reflection and some interior floors?

Special cullzones (mirror/floors) and duplicated, scretched coronas. Nothing fancy.

PetkaGtA
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#228

Posted 15 July 2013 - 12:37 PM

lol guys you realy wrong.... yes san andreas hve mirror reflections,but i find no way to do it inside c++ code, and as SilentPL said there is special cullzones....
well san andreas use frustrum culling to avoid performance lost and to move it we need hardly edit frustrum corners...
soooo i did little update - now shadows covers all map.... not a little sector(but resolution need to be enlarged a bit)... maybe i will post some screens later

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#229

Posted 15 July 2013 - 01:45 PM

QUOTE (PetkaGtA @ Monday, Jul 15 2013, 17:37)
maybe i will post some screens later

Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee alien.gif

ixjf
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#230

Posted 15 July 2013 - 06:53 PM

It looks very nice, especially these wet reflections. Is there any gameplay video of this so far (I'm sorry but I'm too lazy to search in such a big topic tounge.gif )?

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#231

Posted 15 July 2013 - 11:06 PM

This mod suport Normal Maps for vehicles?

aStiffSausage
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#232

Posted 15 July 2013 - 11:18 PM

QUOTE (direstraits @ Tuesday, Jul 16 2013, 02:06)
This mod suport Normal Maps for vehicles?

Yup.

Car Paint shader + Normal Maps + unknown reflections of SA::Render = Profit.

plk4
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#233

Posted 15 July 2013 - 11:59 PM Edited by plk4, 16 July 2013 - 12:01 AM.

QUOTE (oksa8 @ Monday, Jul 15 2013, 23:18)
QUOTE (direstraits @ Tuesday, Jul 16 2013, 02:06)
This mod suport Normal Maps for vehicles?

Yup.

Car Paint shader + Normal Maps + unknown reflections of SA::Render = Profit.

If SSAO too then this will be a total enb killer. Thats the best feature of enb I think and if its implemented then we are in for some uber realistic looking vehicles

aStiffSausage
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#234

Posted 16 July 2013 - 12:03 AM Edited by oksa8, 16 July 2013 - 12:27 AM.

QUOTE (plk4 @ Tuesday, Jul 16 2013, 02:59)
QUOTE (oksa8 @ Monday, Jul 15 2013, 23:18)
QUOTE (direstraits @ Tuesday, Jul 16 2013, 02:06)
This mod suport Normal Maps for vehicles?

Yup.

Car Paint shader + Normal Maps + unknown reflections of SA::Render = Profit.

If SSAO too then this will be a total enb killer. Thats the best feature of enb I think and if its implemented then we are in for some uber realistic looking vehicles

From what I know, it was made as a test and implement in before SA::Render was re-written. It also had SSAO on peds if I'm correct, which ENB doesn't have.

I'll post a picture to prove myself, if I can find it. smile.gif

EDIT: I was incorrect, it was a test-version indeed but only for static objects.
You can read from the Vol-GTA topic, page 9.
Pic #1Pic #2

plk4
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#235

Posted 16 July 2013 - 12:18 AM

QUOTE (oksa8 @ Tuesday, Jul 16 2013, 00:03)
QUOTE (plk4 @ Tuesday, Jul 16 2013, 02:59)
QUOTE (oksa8 @ Monday, Jul 15 2013, 23:18)
QUOTE (direstraits @ Tuesday, Jul 16 2013, 02:06)
This mod suport Normal Maps for vehicles?

Yup.

Car Paint shader + Normal Maps + unknown reflections of SA::Render = Profit.

If SSAO too then this will be a total enb killer. Thats the best feature of enb I think and if its implemented then we are in for some uber realistic looking vehicles

From what I know, it was made as a test and implement in before SA::Render was re-written. It also had SSAO on peds if I'm correct, which ENB doesn't have.

I'll post a picture to prove myself, if I can find it. smile.gif

Damn thats sweet, cant wait for those shots

MRZ
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#236

Posted 16 July 2013 - 12:28 AM

QUOTE (oksa8 @ Tuesday, Jul 16 2013, 00:03)
QUOTE (plk4 @ Tuesday, Jul 16 2013, 02:59)
QUOTE (oksa8 @ Monday, Jul 15 2013, 23:18)
QUOTE (direstraits @ Tuesday, Jul 16 2013, 02:06)
This mod suport Normal Maps for vehicles?

Yup.

Car Paint shader + Normal Maps + unknown reflections of SA::Render = Profit.

If SSAO too then this will be a total enb killer. Thats the best feature of enb I think and if its implemented then we are in for some uber realistic looking vehicles

From what I know, it was made as a test and implement in before SA::Render was re-written. It also had SSAO on peds if I'm correct, which ENB doesn't have.

I'll post a picture to prove myself, if I can find it. smile.gif

So , SA::Render has SSAO and applied on ped ? Sweet smile.gif
but here is my Question , would it be able to load effects.txts like ENB ? especially the Multi-pass ones? dontgetit.gif

PetkaGtA
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#237

Posted 16 July 2013 - 09:45 AM

@oksa8 there was no ssao on peds cause at that time we has no ped renderer....
about ssao - in sa:render you can do it youself... well... i will try something like it....

PetkaGtA
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#238

Posted 16 July 2013 - 10:07 AM

QUOTE
effects.txts like ENB ? especially the Multi-pass ones?

biggrin.gif it's allready done

plk4
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#239

Posted 16 July 2013 - 12:23 PM

QUOTE (PetkaGtA @ Tuesday, Jul 16 2013, 10:07)
QUOTE
effects.txts like ENB ? especially the Multi-pass ones?

biggrin.gif it's allready done

Wow, does it have more capabilities then the enb version? From what I've heard the sa enb had a sh*tty version implmented in comparisson to newer versions.

PetkaGtA
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#240

Posted 16 July 2013 - 12:29 PM

QUOTE
From what I've heard the sa enb had a sh*tty version implmented in comparisson to newer versions.

well.... our system is better than newer versions smile.gif (it has not just 8 passes "multipass", it can use more than 1 million passes)




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