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SA::Render


DK22Pac
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is release date confirmed?

 

 

Are before commenting something, why not read before the Forum and/or the google page? It says specifically that:

The mod will be realised as asi-plugin, so you'll need just to have asi-loader for playing with it. We don't compete with Enb here. We make this for interesting gameplay at first. Trying to get the reason for passing game again. We trying to unite it with original data-settings. For example, you still could control some things with timecyc.dat or with material settings in .dff model files. 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. The release date is unknown. We will release it when we'll feel it is ready for it. Developing was started at the beginning of 2013.

 

 

Where do I download the code? Can someone paste it in a spoiler please? I can't f*cking find it on that google page.

 

https://code.google.com/p/sa-render/

 

 

And then, very great work dudes, I'm looking forward on the release of this mod :D

Edited by indirivacua
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TheFudgeCakez

I love it very much _DK, but i think this would be more of a priority than your GTA V HUD. This is simply amazing for one who is not using ENB because of memory reasons.

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I love it very much _DK, but i think this would be more of a priority than your GTA V HUD. This is simply amazing for one who is not using ENB because of memory reasons.

Because of memory reasons? If you can't run a basic ENB it's highly unlikely that you'll run this.

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i can't find that code on the google page

 

Seriously dude? Seriously? If you can not find it I doubt very much you know programming with Visual C++, but this here. I think that you know how to download SVN

 

http://sa-render.googlecode.com/svn/trunk/

 

 

There are so many files with codes in them do I need to render them all in c++

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i can't find that code on the google page

 

Seriously dude? Seriously? If you can not find it I doubt very much you know programming with Visual C++, but this here. I think that you know how to download SVN

 

http://sa-render.googlecode.com/svn/trunk/

 

 

There are so many files with codes in them do I need to render them all in c++

 

 

I think you have to create a C++ dll project and add all the files you see on the Google code page including the code then you compile it and rename the dll to asi.

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Merry Christmas you guys! You'll get some gift next week.....
But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do
8t6h.jpgh4dz.jpg

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Merry Christmas you guys! You'll get some gift next week.....

But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do

8t6h.jpgh4dz.jpg

Merry christmas too man... these pictures look like GTA SA:IV Rage engine...good work

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Merry Christmas you guys! You'll get some gift next week.....

But atm there is some screens with screen-space loacal reflections(with max settings(really max(4096 samples)... i get 2-3 fps with that(using screen resolution 2x bigger then mine)))

pbo7.jpgxuih.jpge8cm.jpg

Also some new bokeh DoF improvement(if someone needs i have actually have some enb implementation of my bluring technique), btw it can take any shape you need just needed to write offsets, i'll do

8t6h.jpgh4dz.jpg

Thanks MAN ,,,, MeRRy ChRiSt-MASS , LOL :santa:

AweSOme WORK !! :):O

Edited by Meheraj7
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PetkaGtA 4096 samples? Damn, that's impressive! But I don't think it has that much of a practical use, more to show off the capabilities, right? 256 or 512 samples should be enough for normal gameplay, or will it look too blurry?

 

ThirteenAG Agree with you :/

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Quote button should be blocked permanently for some people.

This.

 

PetkaGtA 4096 samples? Damn, that's impressive! But I don't think it has that much of a practical use, more to show off the capabilities, right? 256 or 512 samples should be enough for normal gameplay, or will it look too blurry?

 

ThirteenAG Agree with you :/

Wonder if SSLR can be implemented in IV. Yeah I know I sound like I'm topic-jacking but the fact that cars don't reflect on the roads in IV is a little awkward. As for SA:R, yeah that would be ludicrous, I'd probably end up having a Powerpoint-esque slideshow with that.

 

Also, are there any plans for you guys to fix the brightness? The effects are quite 'swell, it's the brightness/contrast that's keeping it from showing its true beauty.

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76561198000404928.png

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Actual "Bokeh Blur" code, if someone is interested.

// N-Edge Shaped Blur.float3 N_EdgeShapedBlur(const sampler2D sTex, float2 vTexCoord, int iEdgeCount, int iBlurSamples, float fBlurRadius) {    float3 oColor;	float2 mBlurOffsets[64],vBlur;	float fWeight,fWidth,fHeight,fAngle;	int iCurrentEdge,iCurrBlurSample;		// Initialization Step	oColor  = tex2D(sTex, vTexCoord).rgb;					// First init first sample.	fWeight = 1.0f;											// Set our weight to 1 to avoid division by zero.	fWidth  = fInverseViewportDimensions.x*fBlurRadius;		// Calculate Blur Factor by X.	fHeight = fInverseViewportDimensions.y*fBlurRadius;		// Calculate Blur Factor by Y.		// Blur Offsets Calculation Step.	[ unroll(iEdgeCount) ]	for (iCurrentEdge = 0; iCurrentEdge < iEdgeCount; iCurrentEdge++) {		fAngle = ((PI*2.0) / (float)iEdgeCount)*(float)iCurrentEdge;	// Compute our angle in radians using that equalation - 2PI*I/N, where I - edge number, N - edge count.		mBlurOffsets[iCurrentEdge] = float2(cos(fAngle),sin(fAngle));	// Compute Blur Offsets just by converting that angle to cartesian coordinate system.	}		// Shaped Blur Step.	for (iCurrentEdge = 1; iCurrentEdge < iEdgeCount; iCurrentEdge++) {		for (iCurrBlurSample = 0 ; iCurrBlurSample < iBlurSamples ; iCurrBlurSample++){			vBlur = lerp(mBlurOffsets[iCurrentEdge-1],mBlurOffsets[iCurrentEdge],((1.0f/(float)iBlurSamples)*(float)iCurrBlurSample));	// Calculate Blur Point to blur our shape.			oColor += tex2Dlod(sTex,float4(vTexCoord + float2(vBlur.x*fWidth,vBlur.y*fHeight),0,0));				// Sample our texture with blur offset(i use that tex2Dlod function for preformance reasons and to avoid unroll).			fWeight++;		}	}    return oColor/fWeight;} 

About Brightness - it's my settings i think...
About sources - they will be released in one day with release which is really soon!

Edited by PetkaGtA
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PetkaGtA, what about that "alpha fix" that you mentioned some days ago? Any news on that?

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Merry Christmas you guys! You'll get some gift next week.....

 

oww YEAH! :santa:

and how much current performance impact?

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