klanly Posted January 18, 2009 Share Posted January 18, 2009 (edited) @belinda nice discovery. exactly they are float32 numbers(-0.5(000000bf), -1.5(0000c0bf), 1.5, 0.5). So this -0.5 may be the fullscreen blur param then.. Edited January 18, 2009 by klanly Link to comment Share on other sites More sharing options...
Markonious Posted January 18, 2009 Author Share Posted January 18, 2009 (edited) Great team work guys!!! THX! Now there's one more thing...u too probably have that dashboard camera installed as well and it's great, BUT when u turn on the motion blur,for almost all cars i think,it's blurorama(cuz of the camera position probably which is further back than the bonnet)! motorcycles r great(camera in the same position I think)! So , the question is, is it possible to have the same amount of blur(like bikes) in the cars,that would be awsome!!!(and that was my final goal with all this ) Lots of cookies to finder! What do u think? p.s. (dashboard camera)And that dynamic amount of FOV(field of view) that increases with speed...is it possible to lock it at it's highest value(like when going fast)permanently??? It would make even slower speeds seem faster and u get a wider view so it's also better for turning in corners(visibility)! Additional cookies for that too!!! Edited January 18, 2009 by Markonious Link to comment Share on other sites More sharing options...
CptPusheen Posted January 18, 2009 Share Posted January 18, 2009 Hey Guys! Great work. I have a question, can I include your shader to my motion blur tweak? I made a modification once which added some extra motion blur but people were asking how to leave motion blur and get rid of static blur and DOF. Now I checked my tweak with your shaders and it's just goergous and crysis-like. Can I share your tweak? Link to comment Share on other sites More sharing options...
High Posted January 18, 2009 Share Posted January 18, 2009 thx belinda. klanly just forgot the word "and" so i got edgy... thx for the info, code is perfected now. great work everyone. Link to comment Share on other sites More sharing options...
belinda Posted January 18, 2009 Share Posted January 18, 2009 (edited) @ all sorry ppl, i was a bit too fast this time. it's still some blur left: - - - - P not pressed - - - - - - - - - P pressed - - - - - it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this: first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a vehicle standing still. second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases. @ bartekxyz information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success. @ Markonious sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry. @ klanly this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect. Edited January 19, 2009 by belinda Link to comment Share on other sites More sharing options...
EXTACY Posted January 19, 2009 Share Posted January 19, 2009 klanly you are the MAN! Now that stupid "waterpaint" effects are gone.... Do you know how to turn it on permanently? I love motion blur... Link to comment Share on other sites More sharing options...
CptPusheen Posted January 19, 2009 Share Posted January 19, 2009 (edited) @ allsorry ppl, i was a bit too fast this time. it's still some blur left: - - - - P not pressed - - - - - - - - - P pressed - - - - - it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this: first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a car. there is no camera motion blur when i'm in a vehicle, only the motion blur when driving fast. second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases. @ bartekxyz information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success. @ Markonious sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry. @ klanly this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect.. Klanly TWEAK Updated tweak, now edges are sharp and blur is nice. Something you want:) Clanly, you are teh winrar:) I credited you in my topic:) Great job Edited January 19, 2009 by bartekxyz Link to comment Share on other sites More sharing options...
klanly Posted January 19, 2009 Share Posted January 19, 2009 @bartekxyz feel free to use it @belinda I tried to set the latest 0.5 to 0 and the motion blur are gone.. maybe it related to motion blur itself(?). @EXTACY maybe impossible Link to comment Share on other sites More sharing options...
CptPusheen Posted January 19, 2009 Share Posted January 19, 2009 @bartekxyzfeel free to use it @belinda I tried to set the latest 0.5 to 0 and the motion blur are gone.. maybe it related to motion blur itself(?). @EXTACY maybe impossible klanly how does it look like when you get rid of static blur but leave DOF? Link to comment Share on other sites More sharing options...
klanly Posted January 19, 2009 Share Posted January 19, 2009 klanly how does it look like when you get rid of static blur but leave DOF? something like this: the figure(niko) not changed, and further thing(ex. trees) got blur.. Link to comment Share on other sites More sharing options...
belinda Posted January 19, 2009 Share Posted January 19, 2009 (edited) @ klanly where is the 0.5 you set to 0, can you give me a hex offset? @ bartekxyz thanks, but your tweak is changing to much for my taste. but i found the correct values in visualsettings.dat to reach my goals: cam.followvehicle.blur.speed.x 25 <--- defines at which speed the motion blur should start cam.followvehicle.blur.speed.y 50.00 <--- defines at which speed the motion blur should reach the defined maximum cam.followvehicle.blur.speed.z 0.00 <--- defines additional motion blur working all the time, regardless of speed cam.followvehicle.blur.speed.w 0.2 <--- defines maximum strength of motion blur i changed it to: cam.followvehicle.blur.speed.x 15 <--- lowered so motion blur starts at lower speeds cam.followvehicle.blur.speed.y 80.00 <--- raised so maximum motion blur is not reached so early and by every vehicle cam.followvehicle.blur.speed.z 0.01 <--- set small amount so motion blur is used when moving mouse fast while car is standing still cam.followvehicle.blur.speed.w 0.2 <--- standard maximum strength is ok for me @ EXTACY what do you mean by "turn it on permanently"? without pressing P once ingame? Edited January 19, 2009 by belinda Link to comment Share on other sites More sharing options...
CptPusheen Posted January 19, 2009 Share Posted January 19, 2009 (edited) Edited April 17, 2009 by bartekxyz Link to comment Share on other sites More sharing options...
klanly Posted January 19, 2009 Share Posted January 19, 2009 @belinda 0x2cff in rage_postfx.fxc.. Link to comment Share on other sites More sharing options...
belinda Posted January 19, 2009 Share Posted January 19, 2009 i think i figured it out now. i made 3 different versions so anybody can choose his favourite effect. first, here is a screen with the default rage_postfx.fxc and P not pressed to compare the effect: now the first modification disables all possible depth of field blur, but leaves motion blur intact. there is still a very subtle blur on far away objects and edges of objects against the sky are somehow blurred as well. i think its part of another shader, maybe the hdr-rendering. the screen is made with P pressed: download modified rage_postfx.fxc here the second modification disables the near and medium range depth of field blur, but leaves the far range depth of field blur effect and all motion blur intact. this is the one i'm using right now because it's not blurring near objects and textures at all but has a nice depth of field blur far away. the screen is made with P pressed: download modified rage_postfx.fxc here the third modification disables only near range depth of field blur, medium and far range depth of field blur as well as all motion blur is still working. again, the screen is made with P pressed: download modified rage_postfx.fxc here the last screen is made again with the default rage_postfx.fxc and P pressed this time to show near, medium and far range depth of field blur in action: @ klanly thx, already found it and 0ing it disabled all motion blur effects for me as well - not desirable. @ bartekxyz sorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed. Link to comment Share on other sites More sharing options...
CptPusheen Posted January 19, 2009 Share Posted January 19, 2009 @ bartekxyzsorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed. It's strange because I was able to make axis dependent blur...also modifying lines with hash made a difference...i tried it many times and it worked for me... Link to comment Share on other sites More sharing options...
Markonious Posted January 19, 2009 Author Share Posted January 19, 2009 (edited) I ended up using the same one(only far dof)+those visualsettings like you Belinda. Nice discovery! p.s. I only wish my resolution(1280x800) and framerates(around 30 outside) could be higher...(not to mention lack of AA) Just installed again Test Drive Unlimited to show off a bit(to myself )...I know it's not a new game or GTA quality but it looks really fine with all the settings maxed @1600x1024+4AA and at flawless 80fps! ...it's really hard getting used to GTA's jerkiness after that... btw. rig:[email protected],4GB,gtx260(zotac amp2(OCed 216))...still hoping for some magical performance boost from next drivers or a new patch maybe... Edited January 19, 2009 by Markonious Link to comment Share on other sites More sharing options...
EXTACY Posted January 21, 2009 Share Posted January 21, 2009 (edited) @ bartekxyz I see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks @ EXTACYwhat do you mean by "turn it on permanently"? without pressing P once ingame? Yes, without pressing "p" ingame... but I guess it's already hardcoded somewhere else right? I mean, not related to this post_fx.fxc modification here Edited January 21, 2009 by EXTACY Link to comment Share on other sites More sharing options...
belinda Posted January 21, 2009 Share Posted January 21, 2009 @ EXTACY bartekxyz's changes to motion blur are in his visualSettings.dat. you can take any of my rage_postfx.fxc files and combine it with his visualSettings.dat to get your desired dof blur effect. and the "p" thing, maybe you should ask alexander blade if this is possible with a lua script. @ Markonious your gtx260 should be able to reach the same fps in higher resolutions too. ever tried your monitors native resolution? i'm playing at 1280x800 with my old ati x1950 pro Link to comment Share on other sites More sharing options...
CptPusheen Posted January 21, 2009 Share Posted January 21, 2009 @ bartekxyzI see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks So you want crispy edges on near objects, soft shadows, depth of field on distance buildings and motion blur, right? Link to comment Share on other sites More sharing options...
EXTACY Posted January 21, 2009 Share Posted January 21, 2009 @ bartekxyzI see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks So you want crispy edges on near objects, soft shadows, depth of field on distance buildings and motion blur, right? Yes that'd be lovely Link to comment Share on other sites More sharing options...
Markonious Posted January 21, 2009 Author Share Posted January 21, 2009 your gtx260 should be able to reach the same fps in higher resolutions too. ever tried your monitors native resolution? i'm playing at 1280x800 with my old ati x1950 pro But it can't. In higher resolutions fps drops below 30 and it dips below 30 sometimes even at this resolution,so I don't want it constantly jerking... btw. I have an 19" CRT monitor so there's no native resolution;) +that's why I still haven't bought an LCD(you have to play it at it's native resolution,otherways it looks crap,but you can't achieve a decent fps at it's native res for most of the latest highend graphic games so...)...I don't care that much about resolution,I'd rather play at this one at 60fps than some ultra high resolution at 30fps...you probably agree.... Link to comment Share on other sites More sharing options...
Bersus Diesel Posted January 21, 2009 Share Posted January 21, 2009 Sorry for a newbie question, but... how can i open rage_postfx.fxc? Link to comment Share on other sites More sharing options...
belinda Posted January 21, 2009 Share Posted January 21, 2009 (edited) just use any hex editor for that, i used the free hex editor (frhed). its free, open source, lightweight and easy to use. works on xp (and i guess vista too, but haven't tried so far) too, despite the old homepage tells "Frhed is my free binary file editor for Windows 95/98/NT" make a backup of rage_postfx.fxc now, open the file with frhed, press ctrl+g and enter one of these hex offsets: x2cf6 ---> change bf to 00 to disable near range (fullscreen) blur x2cf9 ---> change c0 bf to 00 00 to disable medium range depth of field blur x2cfd ---> change c0 3f to 00 00 to disable far range depth of field blur now save the file and exit. Edited January 21, 2009 by belinda Link to comment Share on other sites More sharing options...
Bersus Diesel Posted January 21, 2009 Share Posted January 21, 2009 (edited) thanx alot, ur superb+) but i thought it's the right way to tune dof and blur. cause I didn't find any other way to do this (visualsetting.dat cannot provide tune of the near (fullscreen) blur, it's always the same=( So I thought that is a way to not only able/disable this feature, but also to tune it as I like. P.S. Sorry for my english, just hadn't any practice for a long time+) ANd sorry if i've missed smth, just realy bored to read+))) Edited January 21, 2009 by Bersus Diesel Link to comment Share on other sites More sharing options...
EXTACY Posted January 22, 2009 Share Posted January 22, 2009 @ bartekxyzI see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks So you want crispy edges on near objects, soft shadows, depth of field on distance buildings and motion blur, right? Yes that'd be lovely Just got your PM, trying out now... I'll be back with reports Thanks in advance man Klanky, Belinda, and you have done great jobs in team! Link to comment Share on other sites More sharing options...
waverley Posted January 22, 2009 Share Posted January 22, 2009 Jesus, I am so, so satisfied right now. Haven't played GTA in a little bit, so I updated my drivers and loaded this tweak+mBlur up. Now it runs so smooth, and with that cinematic feel I've wanted since day 1. It's exactly what I've been waiting for over the past month or so- I couldn't be happier. Thanks for putting the time in guys. Link to comment Share on other sites More sharing options...
Bersus Diesel Posted January 23, 2009 Share Posted January 23, 2009 so... can anyone answer my^ question? Link to comment Share on other sites More sharing options...
belinda Posted January 24, 2009 Share Posted January 24, 2009 (edited) @ Bersus Diesel tweaking the values is not that obvious and easy, since we don't know what they stand for. i already tried changing each value on its own and doing screenshots to manually compare and get some idea how they work and what changes can be made. so i found out that three different ranges of blur are used together: - there are three different hexadecimal-value-pairs - first defines near area (fullscreen) blur (00 bf), second mid distance dof blur (c0 bf) and third far distance dof blur (c0 3f) - the first part of each pair (00 for near, c0 for mid and c0 for far) defines the intensity for the effect somehow - but those values do not scale from 00 (no effect) to ff (max effect), cause even with 00 the effect is applied but not very intensive - so you can try to increase or decrease each effect by changing the corresponding values the following info i'm not sure and just guessing from what i've seen on my screens: - the second part of each pair defines somehow the way the screen is blurred - changing it to 00 disables the related effect, but other values i tried (e.g. 55, ff) lead to heavy visual glitches so if you want to further tweak those effects you have to get some information from r* or find someone who can fully decompile the whole rage_postfx.fxc which seems to be a combination of many unique pixel and vertex shaders with some kind of header on top and maybe even between each shader. then you can try to get behind what is done here exactly. or you can go the hard way (like i did above) and change each value on it's own, start the game, load a save, go to a place where near, mid and far away areas can be seen, make a screen, exit again, make another change, start the game... to be able to compare the screens and find patterns behind your changes. as you can see, it's a real painful and time-consuming task. Edited January 24, 2009 by belinda Link to comment Share on other sites More sharing options...
darth189 Posted January 30, 2009 Share Posted January 30, 2009 i think i figured it out now. i made 3 different versions so anybody can choose his favourite effect. first, here is a screen with the default rage_postfx.fxc and P not pressed to compare the effect: now the first modification disables all possible depth of field blur, but leaves motion blur intact. there is still a very subtle blur on far away objects and edges of objects against the sky are somehow blurred as well. i think its part of another shader, maybe the hdr-rendering. the screen is made with P pressed: download modified rage_postfx.fxc here the second modification disables the near and medium range depth of field blur, but leaves the far range depth of field blur effect and all motion blur intact. this is the one i'm using right now because it's not blurring near objects and textures at all but has a nice depth of field blur far away. the screen is made with P pressed: download modified rage_postfx.fxc here the third modification disables only near range depth of field blur, medium and far range depth of field blur as well as all motion blur is still working. again, the screen is made with P pressed: download modified rage_postfx.fxc here the last screen is made again with the default rage_postfx.fxc and P pressed this time to show near, medium and far range depth of field blur in action: @ klanly thx, already found it and 0ing it disabled all motion blur effects for me as well - not desirable. @ bartekxyz sorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed. really usefull, thanks Link to comment Share on other sites More sharing options...
klemash Posted August 29, 2011 Share Posted August 29, 2011 if you use nv card 8-series above, put it in common\shaders\win32_30_nv8.ati card hd 3000 above, put it in win32_30_atidx10... and nvidia 9 series? buy r4 card r4 r4 wholesale A game where you get to fly planes and fight on Playstation 3. That you could have at least 2 or more people playing without internet. What i mean today is that you get to fight with F-22 Raptors and such. Please put the name of the game. Link to comment Share on other sites More sharing options...
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