Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!   (86,052 visits to this link)

    2. News

    1. GTA Online

      1. Find Lobbies & Players
      2. Guides & Strategies
      3. Vehicles
      4. Content Creator
      5. Help & Support
    2. Crews

      1. Events
      2. Recruitment
    1. Grand Theft Auto Series

    2. GTA Next

    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    12. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption 2

    2. Red Dead Redemption

    3. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Forum Support

    2. Site Suggestions

DK22Pac

SA::Render

Recommended Posts

plk4
well.... our system is better than newer versions smile.gif (it has not just 8 passes "multipass", it can use more than 1 million passes)

So that means dynamic bokeh DOF a la skyrim would be possible? Or something like it is going ot be implemented in the actual mod

Share this post


Link to post
Share on other sites
Marty McFly
well.... our system is better than newer versions  smile.gif  (it has not just 8 passes "multipass", it can use more than 1 million passes)

So that means dynamic bokeh DOF a la skyrim would be possible? Or something like it is going ot be implemented in the actual mod

skyrim bokeh DOF is already converted to ENB so it is possible at that time, man smile.gif

 

And yes, this will be possible on SA::Render, I suppose it's possible yet with the build I have atm, I just had to add the shader. But since the shader system looks a bit strange to me (I'm used to ENB one and here the main var names are different etc.) I can't.

Share this post


Link to post
Share on other sites
PetkaGtA

about ssao:

user posted image

Share this post


Link to post
Share on other sites
Performer

 

Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Share this post


Link to post
Share on other sites
Ivars
Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Calm your tits, let them complete effects they are already working on.

Share this post


Link to post
Share on other sites
Performer
Anyway: Looks promising. Can you implement a working object based Motion Blur? Since the MB from ENB doesn't work for my graphics card confused.gif

Calm your tits, let them complete effects they are already working on.

Motion blur and the overall shadows are the only things that matters to me tounge.gif

Share this post


Link to post
Share on other sites
plk4

 

about ssao:

user posted image

As Performer said. looks promising. Will there be variables to control the effect like intensity, darkness, contrast etc. ?

Edited by plk4

Share this post


Link to post
Share on other sites
Performer

@up

 

Look at the first post:

 

 

4) 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.

Share this post


Link to post
Share on other sites
Marty McFly

 

user posted image user posted image user posted image user posted image user posted image

 

Share this post


Link to post
Share on other sites
:twitch:

Please add auto mip-map function cry.gif

 

Or fix SA's one, its buggy.

Share this post


Link to post
Share on other sites
The_GTA

Sexy pictures. Make it open-source and I will love you.

Why? So other GTA:SA developers can learn from it!

Share this post


Link to post
Share on other sites
Ivars
Sexy pictures. Make it open-source and I will love you.

Why? So other GTA:SA developers can learn from it!

No. Loads of kids will create their Ultra Fx Pro mods based on this mod.

Keep it closed as Boris did with ENB.

Share this post


Link to post
Share on other sites
PetkaGtA

 

No. Loads of kids will create their Ultra Fx Pro mods based on this mod.

Keep it closed as Boris did with ENB.

well... i think between a kids always will be some guy who can help us(well.. also kids can't even compile this code biggrin.gif )

Share this post


Link to post
Share on other sites
ThirteenAG
well.. also kids can't even compile this code biggrin.gif

Ha, good point. Screens are great btw smile.gif

Share this post


Link to post
Share on other sites
mikros1

OMG its amazing

Share this post


Link to post
Share on other sites
lpgunit
user posted image user posted image user posted image user posted image user posted image

Sky looks a tad off, but SA with shadow mapping looks 'swell.

 

As for open-sorucing, yes, you should. I know some might be concerned that kiddies would just rip the code off and come up with unauthorised forks, but it's also the case with PCSX2.

Share this post


Link to post
Share on other sites
Musi

Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Share this post


Link to post
Share on other sites
-DP-
Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Yes it will, same thing goes for peds, cars and all other objects.

Share this post


Link to post
Share on other sites
Semih95

Hello,

 

I´m using the Shadow Settings Extender from DK22 and it is really great.

Will this mod fix this problems here ?

 

user posted image

user posted image

 

 

But I guess I will not need this mod anymore, right ?

Share this post


Link to post
Share on other sites
plk4

That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.

Share this post


Link to post
Share on other sites
Stryfaar
But I guess I will not need this mod anymore, right ?

No, SA::RENDER has its own way in rendering shadows. smile.gif

Share this post


Link to post
Share on other sites
Musi
Question about the palms shadows. If I use a vegetation mod it will modify the palm shadows?

Yes it will, same thing goes for peds, cars and all other objects.

What about SA:MP? I know there was a problem with the ped shadows. Will they work in there?

Share this post


Link to post
Share on other sites
Semih95

 

That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.

 

yeah you are right

 

It should look like this

 

user posted image

 

Share this post


Link to post
Share on other sites
Ezekiel
Sexy pictures. Make it open-source and I will love you.

Why? So other GTA:SA developers can learn from it!

No. Loads of kids will create their Ultra Fx Pro mods based on this mod.

Keep it closed as Boris did with ENB.

that˙s damn for Sure

Share this post


Link to post
Share on other sites
venom62

I gotta ask these two questions, because the implemented shadow-rendering system (shown so far) is on the top of my anticipated list of features for this outstanding mod:

 

Will the shadows apply on weapon models? — The default projected shadows in the game does apply to some attached models on the player (such as hats and the jectpack), but it does NOT on weapons in a character's hands, including having a parachute on your back. (I assume your shadow system will fix this, but I was curious to know directly from you, guys)

 

Will the shadows apply on surfaces inside a vehicle's interior? — I can't see very good on the pictures you've shown so far, but this would be amazing if you do add this little feature.

Share this post


Link to post
Share on other sites
plk4

 

That second screenshot has to be my favourite, if it wasnt that the new car shader wasnt included I would seriously doubt if if thats san andreas.

 

yeah you are right

 

It should look like this

 

user posted image

sorry I meant the ones showing of sa:render posted by Marty Mcfly biggrin.gif but both do look much more then just sa

Edited by plk4

Share this post


Link to post
Share on other sites
PetkaGtA

 

Will the shadows apply on weapon models?

heh.... i think so... but so far i saw that problem... and currently idk why it happening...

 

Will the shadows apply on surfaces inside a vehicle's interior?

yes

short news: i'm implemented all old features from first version(now it looks better),exept sky and water(i will implement it later...) and some postprocessing stuff like adaptive tonemapping and more complex shadows(almost PSSM)

Share this post


Link to post
Share on other sites
MAD BOSS

Will postprocessing stuff cause lagging?

Share this post


Link to post
Share on other sites
Performer
Will postprocessing stuff cause lagging?

Depends on the settings.

 

I guess external shader code will be run like in the enb because there isn't much you can change.. But thats just my guess.

 

Otherwise: SA::Render seems to have a bunch of stuff already included, so post stuff isn't needed that much.

Share this post


Link to post
Share on other sites
Marty McFly

Well if you count bloom shaders to post processing (which most are) then I can say: you CAN make it lag. I mean with 9999 offsets or 5 encapsulated gaussblurs well, then it laggs, that's clear biggrin.gif

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×

Important Information

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