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[WIP|SA] SA::Render

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IGnoTon
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#1141

Posted 15 December 2013 - 03:59 PM

Video is unreal o_O by unreal I mean absolutely positively extraordinaly insanely great!!


Performer
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#1142

Posted 17 December 2013 - 03:21 PM

Great showcase video... And it all seems to work properly.

 

But why is everything so extremly blurry? And why is the shadow still so blocky? And why is the shadow distance so low? Is there DOF in it? It's not visible  As you said: You have 30 FPS with a GTX 650 which is actually pretty bad for such low settings. Renderware really needs to get hacked a lot as it seems which is causing fps breakdowns.
It seems to still need some serious configurations and workarounds. But I'm seeing not many bugs. Good job.


DJThanos
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#1143

Posted 17 December 2013 - 05:25 PM

is release date confirmed?
 


indirivacua
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#1144

Posted 19 December 2013 - 04:13 AM Edited by indirivacua, 19 December 2013 - 04:14 AM.

is release date confirmed?
 

 

Are before commenting something, why not read before the Forum and/or the google page? It says specifically that:

 

The mod will be realised as asi-plugin, so you'll need just to have asi-loader for playing with it. We don't compete with Enb here. We make this for interesting gameplay at first. Trying to get the reason for passing game again. We trying to unite it with original data-settings. For example, you still could control some things with timecyc.dat or with material settings in .dff model files. 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. The release date is unknown. We will release it when we'll feel it is ready for it. Developing was started at the beginning of 2013.

 

 

Where do I download the code? Can someone paste it in a spoiler please? I can't f*cking find it on that google page.

 

https://code.google.com/p/sa-render/

 

 

And then, very great work dudes, I'm looking forward on the release of this mod :D 

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DJThanos
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#1145

Posted 19 December 2013 - 03:04 PM

i reading the forun eveyday, i just asking, cuz maybe they didn't write it


Meheraj7
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#1146

Posted 21 December 2013 - 10:52 AM

can you show a screenshot for the Water ? :)

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NachoLZ
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#1147

Posted 22 December 2013 - 12:51 AM

yes please, water screenshots


Lone Rider
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#1148

Posted 22 December 2013 - 02:32 PM

yeah man some water screenshots would be nice


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#1149

Posted 22 December 2013 - 02:45 PM

You know what else is nice? Patience. You should try having some.
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DJThanos
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#1150

Posted 22 December 2013 - 03:52 PM

can't wait for this mod anymore!!!


Darecki
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#1151

Posted 22 December 2013 - 10:41 PM

Go away then.

:)

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TheFudgeCakez
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#1152

Posted 23 December 2013 - 11:28 AM

I love it very much _DK, but i think this would be more of a priority than your GTA V HUD. This is simply amazing for one who is not using ENB because of memory reasons.


TJGM
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#1153

Posted 23 December 2013 - 11:31 AM

I love it very much _DK, but i think this would be more of a priority than your GTA V HUD. This is simply amazing for one who is not using ENB because of memory reasons.


Because of memory reasons? If you can't run a basic ENB it's highly unlikely that you'll run this.
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DJThanos
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#1154

Posted 23 December 2013 - 02:01 PM

i can't find that code on the google page


indirivacua
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#1155

Posted 24 December 2013 - 03:25 AM

i can't find that code on the google page

 

Seriously dude? Seriously? If you can not find it I doubt very much you know programming with Visual C++, but this here. I think that you know how to download SVN

 

http://sa-render.goo....com/svn/trunk/

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dxivilea
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#1156

Posted 24 December 2013 - 12:18 PM

 

i can't find that code on the google page

 

Seriously dude? Seriously? If you can not find it I doubt very much you know programming with Visual C++, but this here. I think that you know how to download SVN

 

http://sa-render.goo....com/svn/trunk/

 

 

There are so many files with codes in them do I need to render them all in c++


ED-E
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#1157

Posted 24 December 2013 - 01:22 PM

 

 

i can't find that code on the google page

 

Seriously dude? Seriously? If you can not find it I doubt very much you know programming with Visual C++, but this here. I think that you know how to download SVN

 

http://sa-render.goo....com/svn/trunk/

 

 

There are so many files with codes in them do I need to render them all in c++

 

 

I think you have to create a C++ dll project and add all the files you see on the Google code page including the code then you compile it and rename the dll to asi.


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#1158

Posted 24 December 2013 - 05:00 PM

Merry Christmas you guys! You'll get some gift next week.....
But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do
8t6h.jpgh4dz.jpg

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ED-E
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#1159

Posted 24 December 2013 - 05:32 PM

3rd image..is..beautiful.


DJThanos
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#1160

Posted 24 December 2013 - 05:39 PM

Merry Christmas you guys! You'll get some gift next week.....
But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do
8t6h.jpgh4dz.jpg

Merry christmas too man... these pictures look like GTA SA:IV Rage engine...good work


Meheraj7
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#1161

Posted 25 December 2013 - 06:47 AM Edited by Meheraj7, 25 December 2013 - 06:50 AM.

Merry Christmas you guys! You'll get some gift next week.....
But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do
8t6h.jpgh4dz.jpg

Thanks MAN  ,,,, MeRRy ChRiSt-MASS   , LOL  :santa:

AweSOme WORK !! :) :O


ThirteenAG
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#1162

Posted 25 December 2013 - 07:32 AM

Quote button should be blocked permanently for some people.
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Shrektastic
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#1163

Posted 25 December 2013 - 07:37 AM

PetkaGtA 4096 samples? Damn, that's impressive! But I don't think it has that much of a practical use, more to show off the capabilities, right? 256 or 512 samples should be enough for normal gameplay, or will it look too blurry?

 

ThirteenAG Agree with you :/


lpgunit
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#1164

Posted 25 December 2013 - 08:42 AM

Quote button should be blocked permanently for some people.

This.

 

PetkaGtA 4096 samples? Damn, that's impressive! But I don't think it has that much of a practical use, more to show off the capabilities, right? 256 or 512 samples should be enough for normal gameplay, or will it look too blurry?

 

ThirteenAG Agree with you :/

Wonder if SSLR can be implemented in IV. Yeah I know I sound like I'm topic-jacking but the fact that cars don't reflect on the roads in IV is a little awkward. As for SA:R, yeah that would be ludicrous, I'd probably end up having a Powerpoint-esque slideshow with that.

 

Also, are there any plans for you guys to fix the brightness? The effects are quite 'swell, it's the brightness/contrast that's keeping it from showing its true beauty.

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Performer
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#1165

Posted 25 December 2013 - 12:23 PM

Damn... Now release it on Google Code please :(


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#1166

Posted 25 December 2013 - 01:23 PM

Nice screens , But the Brightness isn't SA::Render's Bug , is it?


PetkaGtA
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#1167

Posted 25 December 2013 - 02:07 PM Edited by PetkaGtA, 25 December 2013 - 02:16 PM.

Actual "Bokeh Blur" code, if someone is interested.

// N-Edge Shaped Blur.
float3 N_EdgeShapedBlur(const sampler2D sTex, float2 vTexCoord, int iEdgeCount, int iBlurSamples, float fBlurRadius) {
    float3 oColor;
	float2 mBlurOffsets[64],vBlur;
	float fWeight,fWidth,fHeight,fAngle;
	int iCurrentEdge,iCurrBlurSample;
	
	// Initialization Step
	oColor  = tex2D(sTex, vTexCoord).rgb;					// First init first sample.
	fWeight = 1.0f;											// Set our weight to 1 to avoid division by zero.
	fWidth  = fInverseViewportDimensions.x*fBlurRadius;		// Calculate Blur Factor by X.
	fHeight = fInverseViewportDimensions.y*fBlurRadius;		// Calculate Blur Factor by Y.
	
	// Blur Offsets Calculation Step.
	[ unroll(iEdgeCount) ]
	for (iCurrentEdge = 0; iCurrentEdge < iEdgeCount; iCurrentEdge++) {
		fAngle = ((PI*2.0) / (float)iEdgeCount)*(float)iCurrentEdge;	// Compute our angle in radians using that equalation - 2PI*I/N, where I - edge number, N - edge count.
		mBlurOffsets[iCurrentEdge] = float2(cos(fAngle),sin(fAngle));	// Compute Blur Offsets just by converting that angle to cartesian coordinate system.
	}
	
	// Shaped Blur Step.
	for (iCurrentEdge = 1; iCurrentEdge < iEdgeCount; iCurrentEdge++) {
		for (iCurrBlurSample = 0 ; iCurrBlurSample < iBlurSamples ; iCurrBlurSample++){
			vBlur = lerp(mBlurOffsets[iCurrentEdge-1],mBlurOffsets[iCurrentEdge],((1.0f/(float)iBlurSamples)*(float)iCurrBlurSample));	// Calculate Blur Point to blur our shape.
			oColor += tex2Dlod(sTex,float4(vTexCoord + float2(vBlur.x*fWidth,vBlur.y*fHeight),0,0));				// Sample our texture with blur offset(i use that tex2Dlod function for preformance reasons and to avoid unroll).
			fWeight++;
		}
	}
    return oColor/fWeight;
} 

About Brightness - it's my settings i think...
About sources - they will be released in one day with release which is really soon!

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El Dorado
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#1168

Posted 25 December 2013 - 03:33 PM

PetkaGtA, what about that "alpha fix" that you mentioned some days ago? Any news on that?


GTA2Flow
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#1169

Posted 25 December 2013 - 11:07 PM

Omg .... This mod is incredible , I can't wait more for it


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#1170

Posted 25 December 2013 - 11:53 PM

Merry Christmas you guys! You'll get some gift next week.....

 

oww YEAH! :santa:

and how much current performance impact?

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