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VisualV

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_CP_
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#1

Posted 08 May 2015 - 09:59 PM Edited by _CP_, 17 September 2017 - 08:06 PM.

E1nHYMF.png

 
 
 
 
 
 

VisualV is a graphic overhaul modification for Grand Theft Auto V, bringing you a completely redone time cycle, edited timecycle modificators for areas/interiors, improved color correction to add some life to Los Santos and Blaine County as well as a fixed rendering code, so your playing experience will be more smooth and nicer.
 
What was changed in VisualV?

- All weathers rewritten from scratch, based on a hundreds of Los Angeles photos and movies.
- Draw distance of lights was increased and they are more visible.
- Moon movement is corrected (no more moonrise at west!).
- Moon size was matched to the real world.
- Volumetric fog effect was improved, now it's stunning as it should be.
- Clouds colors, intensity and movement were built from scratch.
- Shadows under vehicles are in higher quality, so they are no more not blocky.
- Chromatic aberration and vignetting were removed from the normal gameplay.
- Lens flares are all the same for three lead characters.
- Dithering effect from the grass was removed for good, rainy weathers will make it great!
- And many, many minor fixes.

VisualV has own ReShade and ENB presets, with heat haze effect available only for VisualV.
There are few optionals improvements, check them out!
 
 
 
 
 
 

nnYIZhM.png

 
 
 
 
 


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Watch a comparsion video between vanilla graphic by R* and VisualV made by GSE Studio.


https://www.youtube....h?v=rytzpcOspY0

 
 
 
 
 

ZlrozIW.png

 

1.0.350 version:
- Slightly changed fog colour in smog weather.
- Sun corona brightness has been decreased.
- Added a 3D cloud movement during the thunderstorm.
- Removed a orangish tint at night outside Los Santos.
 
Addon changes:
- Added a script allowing peds to cast shadows from vehicles (limited to 3-5 vehicles) (Dynamic shadows from headlights)
- atmosphere.asi script could be controlled by DECORATOR native (thanks to Unknown_Modder), example in ReadMe.txt



OpenIV mod Package is included, you can install VisualV in few clicks!

 
 
 
 

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1.0.350
 

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If you have any suggestions and ideas, what can we improve or change in weather and post processing effects, feel free to say that! We are opened for the community!

 
 
 
 

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If you like VisualV and other my productions, like converted vehicles or texture fixes, send a voluntary donation via PayPal, our hard work to bring the most beatiful enviroment will be rewarded!

 
 

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El Dorado
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#2

Posted 08 May 2015 - 11:37 PM

To my humble taste, V timecyc is good as is (color wise). But I'm interested in that shadow cascade thing.

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ZZCOOL
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#3

Posted 09 May 2015 - 12:45 AM

wow i remember visualiv oh the memories i also remember ultimate timecycle


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#4

Posted 09 May 2015 - 12:50 AM

I have a suggestion.

 

GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.

ylRh423.jpg

 

Is there any way you could make this motion blur work even when the camera isn't being moved?

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_CP_
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#5

Posted 09 May 2015 - 06:08 AM Edited by _CP_, 05 July 2015 - 02:32 PM.

Okay, there is one, small step for the greatness of VisualV, get rid of awful shadow cascade box:

PIC REMOVED
 

I have a suggestion.
 
GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.
[pic]
 
Is there any way you could make this motion blur work even when the camera isn't being moved?

I'll try to do something with that.
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nkjellman
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#6

Posted 09 May 2015 - 07:16 AM

Okay, there is one, small step for the greatness of VisualV, get rid of awful shadow cascade box:
MK2kasoh.png

 

I have a suggestion.
 
GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.
[pic]
 
Is there any way you could make this motion blur work even when the camera isn't being moved?


I'll try to do something with that.

 

NICE! Another Rockstar mistake corrected.


topeira
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#7

Posted 09 May 2015 - 10:34 AM

shadows in reality are not sharp. the farther shadow casting object is from the ground the blurrier the shadow. 

the PCSS tech shows exactly how shadows behave. making shadows sharp is the opposite of making it realistic. 

but to each his own and if ppl like computerized shadows in games than they should be able to get it :)

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_CP_
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#8

Posted 09 May 2015 - 11:10 AM

Removed fog effect on countryside:
Ei7Pyobh.png
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#9

Posted 09 May 2015 - 11:42 AM Edited by Marty McFly, 09 May 2015 - 11:52 AM.

shadows in reality are not sharp. the farther shadow casting object is from the ground the blurrier the shadow. 

the PCSS tech shows exactly how shadows behave. making shadows sharp is the opposite of making it realistic. 

but to each his own and if ppl like computerized shadows in games than they should be able to get it :)

 

That's because the light casting object (the sun) is no point light but an area, the blur diameter is determined by the parallax of the rays coming from the opposite sides of the light area, the sun diameter. Implementing this will be very hard. SonicEther's shadows work that way but he has the source code of what he does, we have to patch existing compiled shaders. All these shadow smoothening techniques only try to cover the jaggyness caused by the lower resolution the shadows are rendered in, shadow anti aliasing, sort of. Except PCSS, which aims to simulate this blurring-more-the-farther-away-from-casting-object.


El Dorado
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#10

Posted 09 May 2015 - 03:28 PM

@_CP_ - What values are you using for shadow cascades? I tried playing with <dir_shadow_cascade0_scale> but increasing it too much makes the shadows blurred. So far, i set it from 1.0 to 2.3 and looks acceptable

 

 

Q05zqWu.jpg


_CP_
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#11

Posted 09 May 2015 - 03:50 PM

@El Dorado

Seems to be more complicated than I thought. It's controllable by something more (modifiers/visualsettings/f*cked up shader?).

danilo_ol
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#12

Posted 09 May 2015 - 06:38 PM

Removed fog effect on countryside:Ei7Pyobh.png


What is the line in timecycle to remove the fog?

_CP_
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#13

Posted 09 May 2015 - 07:26 PM

Increased density of particle shadows & bigger draw distance:
Y4SFOG2h.png

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ubtri
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#14

Posted 09 May 2015 - 10:03 PM Edited by ubtri, 09 May 2015 - 10:03 PM.

Wait so a bigger draw distance affects the fog in areas? 

 

Did I waste hours of my time last night zeroing out all <fog_start> valuest?   :O


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#15

Posted 09 May 2015 - 10:16 PM Edited by _CP_, 09 May 2015 - 10:19 PM.

@ubtri
<fog_density> parametr is changing fog on the horizon.

Spoiler

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TheAdmiester
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#16

Posted 09 May 2015 - 10:47 PM

Which file has the paramaters for the chromatic aberration?


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#17

Posted 09 May 2015 - 10:50 PM Edited by _CP_, 09 May 2015 - 11:03 PM.

Timecycle modifiers uses it so often, find it there.

Edit.
Quick video of switching characters:


- removed noise in transition camera
- removed DOF
- removed chromatic abberation

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ubtri
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#18

Posted 09 May 2015 - 11:42 PM

@ubtri
<fog_density> parametr is changing fog on the horizon.

Spoiler

 

So edit the fog_density in all timecycle files?  I just did for timecycle 1 & 2 and saw no difference..  Timecycle 3 & 4 are so f*ckin huge, I just need some confirmation before I waste hours trying haha!  BTW I subbed to your youtube.  I really appreciate your help!


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#19

Posted 09 May 2015 - 11:53 PM

Cannot wait for release!


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#20

Posted 09 May 2015 - 11:59 PM

Thanks a lot for doing this, _CP_. You and sjaak seems to be the only ones now re-living the HD era.

I'm looking forward to VisualV as with VisualIV :)


_CP_
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#21

Posted 10 May 2015 - 07:23 PM

One quick screen with fog density and sky color at noon:
2BDyUHhh.png


Marty McFly
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#22

Posted 10 May 2015 - 07:41 PM

Should be more blue-ish imo. But good progress thus far!


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#23

Posted 10 May 2015 - 08:16 PM Edited by _CP_, 10 May 2015 - 08:54 PM.

Should be more blue-ish imo. But good progress thus far!

We decided to give a little fog for extra sunny weather, you'll see it in other weathers, especially on smoggy weather, which is going to be changed too.

Small comparsion - extra sunny from VisualV and sunny weather from vanilla game:
rPcypJ4h.png
STDmZNnh.png
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#24

Posted 10 May 2015 - 09:01 PM

Ah yes that's much better!

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#25

Posted 10 May 2015 - 10:01 PM

Last photo for today:
2Id9mQkh.png
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#26

Posted 10 May 2015 - 10:52 PM

man now your bringing back memory's i used to love this in gta iv good to see it back for v awsome work so far :D


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#27

Posted 10 May 2015 - 11:45 PM Edited by TJGM, 10 May 2015 - 11:45 PM.

Last photo for today:

Spoiler

Changes look great, but the one thing that bugs me is the image above. It looks too clean and somewhat ugly without any fog, perhaps it's the LOD's but I'm not sure.
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#28

Posted 11 May 2015 - 12:08 AM

It's looking really good!  Can't wait to download and try it out!


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#29

Posted 11 May 2015 - 04:03 AM

 

Last photo for today:

Spoiler

Changes look great, but the one thing that bugs me is the image above. It looks too clean and somewhat ugly without any fog, perhaps it's the LOD's but I'm not sure.

 

Yes, I think it's because of LOD. 


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#30

Posted 11 May 2015 - 05:09 AM

In my opinion, the game is not looking very nice without any fog because fog was masking the ugly LOD's on the far distance.

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