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SA::Render

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plk4
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#241

Posted 16 July 2013 - 12:40 PM

QUOTE (PetkaGtA @ Tuesday, Jul 16 2013, 12:29)
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)

So that means dynamic bokeh DOF a la skyrim would be possible? Or something like it is going ot be implemented in the actual mod

Marty McFly
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#242

Posted 16 July 2013 - 05:52 PM

QUOTE (plk4 @ Tuesday, Jul 16 2013, 12:40)
QUOTE (PetkaGtA @ Tuesday, Jul 16 2013, 12:29)
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)

So that means dynamic bokeh DOF a la skyrim would be possible? Or something like it is going ot be implemented in the actual mod

skyrim bokeh DOF is already converted to ENB so it is possible at that time, man smile.gif

And yes, this will be possible on SA::Render, I suppose it's possible yet with the build I have atm, I just had to add the shader. But since the shader system looks a bit strange to me (I'm used to ENB one and here the main var names are different etc.) I can't.

PetkaGtA
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#243

Posted 17 July 2013 - 09:38 AM

about ssao:
user posted image

Performer
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#244

Posted 17 July 2013 - 09:40 AM


Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Ivars
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#245

Posted 17 July 2013 - 11:15 AM

QUOTE (Performer @ Wednesday, Jul 17 2013, 11:40)
Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Calm your tits, let them complete effects they are already working on.

Performer
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#246

Posted 17 July 2013 - 11:25 AM

QUOTE (ivars @ Wednesday, Jul 17 2013, 13:15)
QUOTE (Performer @ Wednesday, Jul 17 2013, 11:40)
Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Calm your tits, let them complete effects they are already working on.

Motion blur and the overall shadows are the only things that matters to me tounge.gif

plk4
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#247

Posted 17 July 2013 - 02:01 PM Edited by plk4, 17 July 2013 - 06:13 PM.

QUOTE (PetkaGtA @ Wednesday, Jul 17 2013, 09:38)
about ssao:
user posted image

As Performer said. looks promising. Will there be variables to control the effect like intensity, darkness, contrast etc. ?

Performer
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#248

Posted 17 July 2013 - 05:13 PM

@up

Look at the first post:

QUOTE
4) We can't tell clearly how the mod will affect FPS at this time. But we'll try to make it more playable even on weak PCs. Configuration files will be presented, ofcourse.

Marty McFly
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#249

Posted 17 July 2013 - 05:50 PM

user posted image user posted image user posted image user posted image user posted image

:twitch:
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#250

Posted 17 July 2013 - 06:23 PM

Please add auto mip-map function cry.gif

Or fix SA's one, its buggy.

The_GTA
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#251

Posted 17 July 2013 - 07:02 PM

Sexy pictures. Make it open-source and I will love you.
Why? So other GTA:SA developers can learn from it!

Ivars
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#252

Posted 17 July 2013 - 08:06 PM

QUOTE (The_GTA @ Wednesday, Jul 17 2013, 21:02)
Sexy pictures. Make it open-source and I will love you.
Why? So other GTA:SA developers can learn from it!

No. Loads of kids will create their Ultra Fx Pro mods based on this mod.
Keep it closed as Boris did with ENB.

PetkaGtA
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#253

Posted 17 July 2013 - 08:27 PM

QUOTE
No. Loads of kids will create their Ultra Fx Pro mods based on this mod.
Keep it closed as Boris did with ENB.

well... i think between a kids always will be some guy who can help us(well.. also kids can't even compile this code biggrin.gif )

ThirteenAG
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#254

Posted 17 July 2013 - 08:47 PM

QUOTE (PetkaGtA @ Thursday, Jul 18 2013, 00:27)
well.. also kids can't even compile this code biggrin.gif

Ha, good point. Screens are great btw smile.gif

mikros1
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#255

Posted 18 July 2013 - 02:31 AM

OMG its amazing

lpgunit
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#256

Posted 18 July 2013 - 02:42 AM

QUOTE (Marty McFly @ Wednesday, Jul 17 2013, 17:50)
user posted image user posted image user posted image user posted image user posted image

Sky looks a tad off, but SA with shadow mapping looks 'swell.

As for open-sorucing, yes, you should. I know some might be concerned that kiddies would just rip the code off and come up with unauthorised forks, but it's also the case with PCSX2.

Musi
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#257

Posted 18 July 2013 - 09:25 AM

Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Dumbass-Productions
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#258

Posted 18 July 2013 - 10:04 AM

QUOTE (Musi @ Thursday, Jul 18 2013, 09:25)
Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Yes it will, same thing goes for peds, cars and all other objects.

Semih95
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#259

Posted 18 July 2013 - 11:15 AM

Hello,

Im using the Shadow Settings Extender from DK22 and it is really great.
Will this mod fix this problems here ?

user posted image
user posted image


But I guess I will not need this mod anymore, right ?

plk4
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#260

Posted 18 July 2013 - 11:38 AM

That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.

Ηeath
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#261

Posted 18 July 2013 - 11:42 AM

QUOTE (Semih95 @ Thursday, Jul 18 2013, 19:15)
But I guess I will not need this mod anymore, right ?

No, SA::RENDER has its own way in rendering shadows. smile.gif

Musi
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#262

Posted 18 July 2013 - 01:36 PM

QUOTE (Dumbass-Productions @ Thursday, Jul 18 2013, 10:04)
QUOTE (Musi @ Thursday, Jul 18 2013, 09:25)
Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Yes it will, same thing goes for peds, cars and all other objects.

What about SA:MP? I know there was a problem with the ped shadows. Will they work in there?

Semih95
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#263

Posted 18 July 2013 - 01:45 PM

QUOTE (plk4 @ Thursday, Jul 18 2013, 11:38)
That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.


yeah you are right

It should look like this

user posted image

Ezekiel_RN
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#264

Posted 18 July 2013 - 06:33 PM

QUOTE (ivars @ Thursday, Jul 18 2013, 01:06)
QUOTE (The_GTA @ Wednesday, Jul 17 2013, 21:02)
Sexy pictures. Make it open-source and I will love you.
Why? So other GTA:SA developers can learn from it!

No. Loads of kids will create their Ultra Fx Pro mods based on this mod.
Keep it closed as Boris did with ENB.

that˙s damn for Sure

venom62
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#265

Posted 18 July 2013 - 06:47 PM

I gotta ask these two questions, because the implemented shadow-rendering system (shown so far) is on the top of my anticipated list of features for this outstanding mod:

Will the shadows apply on weapon models? The default projected shadows in the game does apply to some attached models on the player (such as hats and the jectpack), but it does NOT on weapons in a character's hands, including having a parachute on your back. (I assume your shadow system will fix this, but I was curious to know directly from you, guys)

Will the shadows apply on surfaces inside a vehicle's interior? I can't see very good on the pictures you've shown so far, but this would be amazing if you do add this little feature.

plk4
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#266

Posted 18 July 2013 - 10:00 PM Edited by plk4, 20 July 2013 - 10:48 PM.

QUOTE (Semih95 @ Thursday, Jul 18 2013, 13:45)
QUOTE (plk4 @ Thursday, Jul 18 2013, 11:38)
That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.


yeah you are right

It should look like this

user posted image

sorry I meant the ones showing of sa:render posted by Marty Mcfly biggrin.gif but both do look much more then just sa

PetkaGtA
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#267

Posted 22 July 2013 - 12:37 PM

QUOTE
Will the shadows apply on weapon models?

heh.... i think so... but so far i saw that problem... and currently idk why it happening...
QUOTE
Will the shadows apply on surfaces inside a vehicle's interior?

yes
short news: i'm implemented all old features from first version(now it looks better),exept sky and water(i will implement it later...) and some postprocessing stuff like adaptive tonemapping and more complex shadows(almost PSSM)

kikiboy95
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#268

Posted 22 July 2013 - 03:24 PM

Will postprocessing stuff cause lagging?

Performer
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#269

Posted 24 July 2013 - 02:01 PM

QUOTE (kikiboy95 @ Monday, Jul 22 2013, 17:24)
Will postprocessing stuff cause lagging?

Depends on the settings.

I guess external shader code will be run like in the enb because there isn't much you can change.. But thats just my guess.

Otherwise: SA::Render seems to have a bunch of stuff already included, so post stuff isn't needed that much.

Marty McFly
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#270

Posted 24 July 2013 - 04:44 PM

Well if you count bloom shaders to post processing (which most are) then I can say: you CAN make it lag. I mean with 9999 offsets or 5 encapsulated gaussblurs well, then it laggs, that's clear biggrin.gif




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