Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Summer Special
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA VI

      1. St. Andrews Cathedral
    3. GTA V

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

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

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

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

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

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

    1. Announcements

    2. Support

    3. Suggestions

DK22Pac

SA::Render

Recommended Posts

PetkaGtA

 

Where did the memory leak in this code?

it's caused by creating and releasing skysphere inside Idle and idk how to move it outside(well maybe it's not memory leak but which it objects flickering as hell)

Share this post


Link to post
Share on other sites
Silent

Lazy-initialise the sphere and release it on device lost then? You seem to have lazy-initialisation on shadows already.

Share this post


Link to post
Share on other sites
PetkaGtA

 

Lazy-initialise the sphere and release it on device lost then?

yeah

Share this post


Link to post
Share on other sites
cp1dell

 

also i will add some more properties for shadows later.. and maybe ini file for that

Just a suggestion, if you make an .ini file to allow people to edit the effects - is it possible to have an option for locked shadows? Kind of like in Bully: Scholarship Edition (though it's is on the Gamebryo engine, uses C++) where the shadows are in the same position at all times of day.

 

EDIT: Static shadows. That's what I was thinking of.

Edited by cp1dell

Share this post


Link to post
Share on other sites
PetkaGtA

 

Just a suggestion, if you make an .ini file to allow people to edit the effects - is it possible to have an option for locked shadows? Kind of like in Bully: Scholarship Edition (though it's is on the Gamebryo engine, uses C++) where the shadows are in the same position at all times of day.

well... maybe

Share this post


Link to post
Share on other sites
T-Birds

I asked him same question and no answers....static shadows just like GTA3, way more easy and light for low pc...maybe just under the trees and some building, I'm just asking that cos my pc run gta only without shadows, maybe a version of SA Render without shadows at all....but it's your project so...

Edited by T-Birds

Share this post


Link to post
Share on other sites
PetkaGtA

@T-Birds well if shadows will be static performance will be the same

btw i hope someone know how to set rendertarget size bigger than screen size(so we can use some 2048x2048 shadow map sizes and it will look better), because i tried it with directx methods and failed sad.gif

Share this post


Link to post
Share on other sites
Blaster_pl

Nice to hear on sky being disabled. But what about the timecyc will you include it?

Edited by Blaster_pl

Share this post


Link to post
Share on other sites
cp1dell
@T-Birds well if shadows will be static performance will be the same

btw i hope someone know how to set rendertarget size bigger than screen size(so we can use some 2048x2048 shadow map sizes and it will look better), because i tried it with directx methods and failed sad.gif

How would static shadows have the same performance hit as dynamic shadows based on the sun's position? Isn't there more going on when the game has to calculate the position of the sun every tick and draw the shadows? Or is the method you're using very simple, that the difference between the two is very slim?

Share this post


Link to post
Share on other sites
PetkaGtA

 

How would static shadows have the same performance hit as dynamic shadows based on the sun's position? Isn't there more going on when the game has to calculate the position of the sun every tick and draw the shadows? Or is the method you're using very simple, that the difference between the two is very slim?

because it's not prerendered!! it calculated each frame

 

But what about the timecyc will you include it?

it allready included

Share this post


Link to post
Share on other sites
cp1dell

Why would you have static shadows calculated each frame when you could prerender them?

Share this post


Link to post
Share on other sites
nkjellman

If this idea is possible, you guys should forget the sky box. I have a better idea that would look better. Modify the original SA cloud system, so the clouds don't just randomly appear.

 

-They would appear more clumped together and there would be spots where there are none.

-Their draw distance would be higher and you would be able to see them from the ground.

-Their density would change according to the weather.

-Their ugly ass texture would be replaced with a much nicer one. (The default texture looks like a little kid colored them in with cranes)

 

The goal would make them look a little more like Just Cause 2, and what I think and hope GTA V clouds will be like. But I'd imagine that this would be harder than a sky box. I've noticed that sky boxes work much better if the game has a static time of day and weather.

 

I'm just hoping the sky box feature can be disabled. It looks like its gonna have issues as San Andreas has a dynamic time of day. Plus the clouds will look like your flying close to the ground and not as if your going through them when in an aircraft.

Share this post


Link to post
Share on other sites
Blaster_pl

user posted image

I tryed it the shadows look better but now they look like default and sky is same still. I still wonder if i may ask. My question is what happend to other effects you had working before? Also not including water i know reason for it. Sky can be causing this problem to mess up the effects. I am using your timecyc by the way.

Share this post


Link to post
Share on other sites
PetkaGtA

@Blaster_pl strange my shadows is much darker, maybe it's because of my brightness

@nkjellman hmm i will try maybe... idea seems cool and possible...

 

My question is what happend to other effects you had working before?

screen space reflections - was realy not so cool(because we just flip texture and render it with bump or something like this)... we will implement it later if we find a better way(currently i find a way to do soft particles)

Edited by PetkaGtA

Share this post


Link to post
Share on other sites
fastman92

Please make an API to configure SA::Render directly in game from CLEO scripts.

These may be exported functions that when called, modify settings and apply them in real time.

Please provide exported functions / variables to read/modify configuration.

By doing so I'll be able to create In-game Timecyc & SA::Render Editor.

Share this post


Link to post
Share on other sites
Gramps

Makes sense ^ Especially since you've already said that some effects from Render are based on parameters from the timecyc itself.

Share this post


Link to post
Share on other sites
Rbn 3d

just compiled r90, the shadows are almost black on my pc and vehicle always have artifacts:

 

Screenshot1

Screenshot2

 

However, apart of the opacity, shadow rendering is quite convincing now cool.gif

Share this post


Link to post
Share on other sites
Maryo_Nicle7
user posted image

I tryed it the shadows look better but now they look like default and sky is same still. I still wonder if i may ask. My question is what happend to other effects you had working before? Also not including water i know reason for it. Sky can be causing this problem to mess up the effects. I am using your timecyc by the way.

Please try my mods called San Andreas Sky Revolution hope the problem solved smile.gif

Share this post


Link to post
Share on other sites
Blaster_pl

That's not the problem.

Share this post


Link to post
Share on other sites
lpgunit

grass.fx seems to be missing from the repo. The ASI compiles as usual, but it's asking for that nonexistent shader file.

Share this post


Link to post
Share on other sites
PetkaGtA

fixed it

btw Maks did some screens with older version and sky biggrin.gif

user posted image

user posted image

 

Share this post


Link to post
Share on other sites
S Y E D

Older version looks great! colgate.gif

 

What did grass.fx do?

Share this post


Link to post
Share on other sites
_CP_

Looks better than now.

Share this post


Link to post
Share on other sites
MRZ

Wow , That's incredible , good normalmaps , and The shadows are Awesome , Btw what do grass.fx do?

Well any news about making configuration for the shaders ? some people will have to edit some and disable some dozingoff.gif

 

Share this post


Link to post
Share on other sites
PetkaGtA

 

Looks better than now.

under older i mean r90 current has the same but with advanced particles(grass.fx biggrin.gif ) and reflections(the strange thing is that ped's have it too,will fix that in next version)

Share this post


Link to post
Share on other sites
Juarez

Holly sh*t, awesome, you did good job guys icon14.gif

Share this post


Link to post
Share on other sites
fastman92

Do animations (UV maps) like these from casino buildings work with SA::Render? They're stopped while using Enbseries.

Share this post


Link to post
Share on other sites
PetkaGtA

 

Do animations (UV maps) like these from casino buildings work with SA::Render?

idk need to check it i hope it work

Share this post


Link to post
Share on other sites
PetkaGtA

yep checked it, work the way it's meant to be

Share this post


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

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

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