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_CP_
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#31

Posted 11 May 2015 - 08:39 AM Edited by _CP_, 11 May 2015 - 08:41 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.

Altered fog density for extra sunny is intentional as I said before, it makes you feel that LS isn't in smog all the time like here:
Spoiler
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_CP_
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#32

Posted 11 May 2015 - 10:36 AM

Who have poor rig for GTA V (e.g. two cores or bad graphic card)? I have to check something with optimizing game.

Hans-Hermann Hoppe
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#33

Posted 11 May 2015 - 10:52 AM

Who have poor rig for GTA V (e.g. two cores or bad graphic card)? I have to check something with optimizing game.

I have on OK graphics card, but a CPU bottleneck, 4 cores, but it's locked from overclocking, and stuck at 2.4 Ghz.

 

It sucks because it's from like 2010 and is inefficient when it comes to really anything.


_CP_
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#34

Posted 11 May 2015 - 01:25 PM

@smiskers

I'll contact with you later today.

Promotional screens added to 1st post.

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DaJeroen
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#35

Posted 11 May 2015 - 02:48 PM

Looking good!


BlackScout
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#36

Posted 11 May 2015 - 03:19 PM Edited by TrustedInstaller, 11 May 2015 - 03:21 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.

Thought the same...
//Maybe you could make 2, 3 Different versions, one with reduced fog, another with complete fog and one without fog.
People could choose which they prefer...
If it isn't too much work ofc...

BTW, _CP_, do you think Dithering can be improved or removed?

Marty McFly
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#37

Posted 11 May 2015 - 03:38 PM Edited by Marty McFly, 11 May 2015 - 03:38 PM.

BTW, _CP_, do you think Dithering can be improved or removed?

 

As soon as textures can be edited, you can import your own stipple kernel texture. Remember stipple.wtd from GTA IV where DexX released his version which greatly improved the noisy dithering everywhere?


iOnlyEatCops
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#38

Posted 11 May 2015 - 03:38 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.

 

Thought the same...
Maybe you could make 2, 3 Different versions, one with reduced fog, another with complete fog and one without fog.
People could choose which they prefer...
If it isn't too much work ofc...

Probably the best route to go about it. I personally like seeing that there is no fog at all while others seem to like having the fog. 

 

Would love to see different versions offering different levels of fog amount. 

 

iCEnhancer did his own timecycle as well and it looks great with the fog removed + render distance increased. 

 

Keep up the great work. Can't wait for it to be released. 

 

11209656_953556488012165_880040983872736


_CP_
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#39

Posted 11 May 2015 - 03:38 PM Edited by _CP_, 11 May 2015 - 03:39 PM.

//Maybe you could make 2, 3 Different versions, one with reduced fog, another with complete fog and one without fog.
People could choose which they prefer...
If it isn't too much work ofc...

BTW, _CP_, do you think Dithering can be improved or removed?

That's why R* has few weather types, I won't remove fog for all weathers, don't worry.

Dithering could be improved, but it requires texture editing.
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Xilandro
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#40

Posted 11 May 2015 - 03:46 PM

Some fog is necessary, or the game look a little bit weird, in some cases even bad. You need some fog to hide awful horizon line, to smooth out the transition between ground and sky (it could look even worse without fog if haze color is too bright or too dark) and to add slight smoky tinting to the game, without that smoky thing game world looks extremely flat and empty. Here are my settings for daytime:

      <fog_start> 160.0000</fog_start>
      <fog_density> 2.0000</fog_density>

some vids with these settings (+some other stuff like reworked ambient, blabla, whatever)

 

 

 

Sure there's a downside to that low fog density and start distance, you don't get those sweet looking light rays, but for sunset you can try:

      <fog_start> 0.0000</fog_start>
So you'll get light rays and very low fog.

 

 

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Xilandro
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#41

Posted 11 May 2015 - 03:52 PM Edited by Xilandro, 11 May 2015 - 03:53 PM.

 

iCEnhancer did his own timecycle as well and it looks great with the fog removed + render distance increased. 

 

And his colorgrading looks just like Bioshock Magenta meets Cyan. VisualV looks a lot better than "icenhancer" joke. And no, I'm not Icelaglance hater =)


FeedMeCheese
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#42

Posted 11 May 2015 - 04:21 PM

I think we also need some kind of selective draw distance improvement. Fences, telephone poles and pylons need to have their LoD's pushed way back in my opinion. 


colagamerXD
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#43

Posted 11 May 2015 - 04:52 PM

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

Holy sh*t, that looks amazing! Nice work!


Conwin
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#44

Posted 11 May 2015 - 05:15 PM

Is there an ETA for public release?


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#45

Posted 11 May 2015 - 06:07 PM

Is there an ETA for public release?

Later today or tomorrow.

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Hurrikane
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#46

Posted 11 May 2015 - 06:19 PM

Today please, its my birthday, no really it is. But great work... Awesome stuff and thanks for all the hard and dedicated work you all are doing. Look forward to it.... :beerhat:


Shoun
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#47

Posted 11 May 2015 - 06:24 PM

Who have poor rig for GTA V (e.g. two cores or bad graphic card)? I have to check something with optimizing game.

What about Core 2 Duo E6750 @ 3Ghz and HD 5450? Hm? :D (Hell, ya it works!)


_CP_
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#48

Posted 11 May 2015 - 06:36 PM

@Shoun

Check your PM.


BlackScout
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#49

Posted 11 May 2015 - 07:26 PM Edited by TrustedInstaller, 11 May 2015 - 07:26 PM.

Hmmm, random guess...

This for the dither?

Spoiler

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_CP_
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#50

Posted 11 May 2015 - 07:29 PM

@TrustedInstaller

Maybe it's doing something with dithering. I found 2 more files which could control that ugly LOD transition, but I can't check it without new version of OpenIV.

nkjellman
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#51

Posted 11 May 2015 - 07:45 PM

In my opinion, see if you can have a little fog.

In real life, Los Angeles has it due to air pollution. The smog just sits over the city as it is trapped by surrounding mountains.

_CP_
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#52

Posted 11 May 2015 - 08:48 PM Edited by _CP_, 11 May 2015 - 08:49 PM.

ejMWzgQh.png
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Conwin
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#53

Posted 11 May 2015 - 09:48 PM

ejMWzgQh.png

 

Stop the teasing and release the beta!  :p


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#54

Posted 11 May 2015 - 10:14 PM

Do you have a release date?

Thanks


Hurrikane
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#55

Posted 11 May 2015 - 10:14 PM

Looks great...


Marty McFly
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#56

Posted 11 May 2015 - 10:25 PM Edited by Marty McFly, 11 May 2015 - 10:26 PM.

Hmmm, random guess...

This for the dither?

 

I think x64a.rpf\graphics.ytd\offset4x.dds is what you seek. Shadow has its own more complex dither kernel, ...\shadowdither.dds.

There is a separate PC version of said texture library but it contains the same texture again.


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#57

Posted 11 May 2015 - 11:34 PM

 

ejMWzgQh.png

 

Stop the teasing and release the beta!  :p

 

Hope you release it soon. Anxious to give it a try. 


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#58

Posted 11 May 2015 - 11:58 PM

Looking forward to the release.


S Y E D
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#59

Posted 12 May 2015 - 12:13 AM

Will you add the comparison screens on the first post?


Teo265
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#60

Posted 12 May 2015 - 12:33 AM Edited by Teo265, 12 May 2015 - 12:42 AM.

 

removed post processing effects for characters, deleted chromatic abberation, fixed shadow cascades

These features are the ones that I personally want. The timecyc is fine as it is imo, but of course if you happen to find ways to make it even better, those improvements are welcome. Anywhoo those fixes/removals I do want. Also dampening the fog down is excellent. I dislike fog and post processing effects and I'd hope to get rid of them alltogether. Sharp shadows are also my thing.

 

I love this mod already, and it's not even released yet. :D





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