Jump to content

[REL|SA] Multi-sampling FIX


Recommended Posts

Screen says it all.

Before|After

97NKxkL.png

DOWNLOAD

Edited by DK22Pac
Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/
Share on other sites

AA is enabled, but you won't see it in the mirror. However, you have correct reflection image there.

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062511945
Share on other sites

Anisotropic Filtering requires mipmaps itself.

Default RenderWare 'texture-reader' provides auto-generating of mipmaps, but GTA uses another 'reader'.

PS Small CLEO-script to control anti-aliasing level.

 

{$CLEO}const   USERLEVEL    = 0@   CHEAT        = 1@v   I            = 5@   MAXLEVEL     = 6@   MAXLEVELNM   = 7@   CURRLEVEL    = 8@   CURRLEVELNM  = 9@   TIMERA       = 32@   INFOTEXTTIME = 2000   VK_I         = 73   endvar   I : int   MAXLEVEL : intendTIMERA = 2001while true   wait 0   for I = 0 to MAXLEVEL       0AD3: string CHEAT "A%dA" I       if            0ADC: test_cheat CHEAT       then           0AA5: call 0x7F8A90 num_params 1 pop 1 I            TIMERA = 0       end   end   if or       0AB0: key_pressed VK_I       TIMERA < INFOTEXTTIME   then       0A8D: MAXLEVEL = read_memory 0x8E242C size 4 virtual_protect 0       0A8D: CURRLEVEL = read_memory 0x8E2430 size 4 virtual_protect 0       0A8D: MAXLEVELNM = read_memory 0x8E2434 size 4 virtual_protect 0       0A8D: CURRLEVELNM = read_memory 0x8E2438 size 4 virtual_protect 0       0AD1: show_formatted_text_highpriority "Current AA level: %d/%d Non-mask: %d/%d" time 100 CURRLEVEL MAXLEVEL CURRLEVELNM MAXLEVELNM   endend

 

Enter A<level>A (like a cheat). Example: A4A. Press I to get additionl info.

Edited by DK22Pac
  • Like 2
Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062515855
Share on other sites

  • 2 months later...
You need to do a fix for the swimming and car flipping aswell as flying!

Explain yourself.

 

There's a mod to stop cars from burning when they are upside down if you mean that, but what about the others?

I'm talking about the FPS Bug where if GTA SA goes higher than 60 FPS it screws the game up.

 

You can't swim underwater and you can't do a barrel roll on a car to pass the driving school.

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062803623
Share on other sites

aStiffSausage

Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit.

 

Though, I don't know if it'll be easy to fix as it might need re-calculating the physics... I'm not a programmer. tounge.gif

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804081
Share on other sites

 

Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit.

Indeed, you're right about the FPS clock thing. I once thought about locking that 'clock' to constant 30 FPS, but I'm sure the game would go crazy then.

 

I've only tested it in III, but with 150-200+ FPS gravity seems to be weaker lol.gif

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804390
Share on other sites

Oh. All I know about how San Andreas engine works, it's not based on a "time-clock", but instead "FPS-clock" for physics. Meaning that different FPS will result in different physics. Might sound wierd, but it's true, and that's the reason, for example MTA, uses in-built FPS-limit.

Indeed, you're right about the FPS clock thing. I once thought about locking that 'clock' to constant 30 FPS, but I'm sure the game would go crazy then.

 

I've only tested it in III, but with 150-200+ FPS gravity seems to be weaker lol.gif

LOL if only that happened in real life lol.

 

 

I don't know why R* never fixed this issue.

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062804430
Share on other sites

They never future proof their games and didn't care about what happens when your FPS is above 100 (with 1500+ FPS on faded out screen game almost freezes) tounge.gif

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062806400
Share on other sites

Windows 8 Pro x64, GTX 680.

 

Crashes when getting into the wardrobe / SA-MP.

Tried with "Vanilla" GTA SA only using this with Silent's ASI Loader and still crashes when getting into the wardrobe.

It crashes for me too, no idea why though.

Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1062815939
Share on other sites

  • 1 year later...

I'm sorta glad this thread got bumped otherwise I never would've found this. It works great without any issues. Props to DK!

Edited by theNGclan
Link to comment
https://gtaforums.com/topic/556386-relsa-multi-sampling-fix/#findComment-1066082812
Share on other sites

  • 3 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.