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SilentPatch


Silent
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RW MSAA feels fundamentally broken... great.

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Game's AA suck cookie balls. That's why I forced 4x SGSS and 4x MSAA in nVidia Inspector and disabled ingame's AA.

That's because, if mine and @Blackbird88's tests are correct, then AA level 1 and 2 are both 2x MSAA and level 3 is 4x MSAA ;) If I'm right, then 8x MSAA and 16x MSAA are unreachable, with 16x MSAA not even being available in RenderWare.

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RW MSAA feels fundamentally broken... great.

Integrate Nvidia™ Gamework™ into SA, so we can enjoy HairWorks on all homies, TXAA, HBAO+, sh*t ton of tesselation etc.
  • Like 2

HirLWl5.gif

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8x MSAA is possible forcing through Nvidia Inspector... been using it for years, for all GTA 3D games

 

Speaking of it, and if I'm not crazy, in some PCs in game AA is up to 6 samples. The max is 3 on my end.

Edited by El Dorado
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Speaking of it, and if I'm not crazy, in some PCs in game AA is up to 6 samples. The max is 3 on my end.

No, R* capped it to 3 but RW seems to poll up to 8 (at least on my PC) - but in fact the levels are (bold are present in the vanilla game):

  • 1, 2 - 2x MSAA
  • 3, 4, 5, 6 - 4x MSAA
  • 7, 8 - 8x MSAA
Someone f*cked up a bit, as I don't think 1x/3x MSAA was ever a thing.

 

 

 

 

 

Also, nice new mirrors before I distracted myself with inspecting ingame MSAA:

 

WdxeyrOl.jpg

 

Integrated something similar to DK's multisampling fix (different code but same approach) and doubled mirror quality to compensate for lack of MSAA. Currently I have it bound to Very High FX quality but I think I'll tie it to AA value instead.

Edited by Silent
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Currently I have it bound to Very High FX quality but I think I'll tie it to AA value instead.

 

Please leave it to FX quality. Many people use GPU control panel for custom AA.

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Sneak peek of old MSAA set to 3 and new set to 7. Open both in fullscreen to notice the difference.

3

 

 

I0l8ZIZ.jpg

 

 

 

7

 

 

JpcyH5x.jpg

 

 

  • Like 2
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My GPU can't do 16x MSAA :( But 8x MSAA now works in SA just fine! 16x will do too if the driver will report it as supported.

 

EDTI:

Blackbird's 3 is 4x MSAA (old max setting) and 7 is 8x MSAA.

Edited by Silent
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now you will rename the anti aliasing in the menu? instead of 1, 2, 3... 2x msaa, 4x msaa and etc?

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Yes, I plan to. Need to figure out how to do it properly in case these uneven modes still work somewhere though - guess my old ATI notebook will come in handy once again.

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Since we're speaking about menus. There is a graphics selector, I think it's overall fx level, which instead of "list" is defined as "toggle", but it has more than two options.

I mean, this is the correct behaviour, how it should be:

 

MgsM9j4.png, it's possible to scroll through the variants in both directions.

 

And this is how it currently is:

 

zpQnXmN.png, whichever way I try to go, by mousewheel, cursors or even a simple left-click, it goes forward.

 

 

I'm not sure, maybe you have already fixed this bug, but if you haven't could you please look into it?

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Wesser's widescreen fix fixes that.

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Pretty neat... VCSPC had it like this but now turns out it was lying :p This is real 8x MSAA.

 

91QbLLll.jpg

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That vehicle damage bug looks pretty obvious... in a collision, both cars always damage the same way - that's why if you ram some car's back its front bumper/hood damages instead :D

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There is an error in GTA III, if game creates >32 radar blips, it will corrupt model kills counter (used in some missions like Uzi Rider and Bait).

Error is in CRadar::SetEntityBlip and CRadar::SetCoordBlip, game doesn't check if array index is out of bounds. It is fixed in Vice City.

 

I checked featured fixes and didn't see anything related to this, so maybe this info will be useful.

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There is an error in GTA III, if game creates >32 radar blips, it will corrupt model kills counter (used in some missions like Uzi Rider and Bait).

Error is in CRadar::SetEntityBlip and CRadar::SetCoordBlip, game doesn't check if array index is out of bounds. It is fixed in Vice City.

 

I checked featured fixes and didn't see anything related to this, so maybe this info will be useful.

That's a pretty good idea! No promises yet but I might squeeze it in for the next release.

 

 

 

Fix incoming?

:evilgrin:

 

Before:

jTjMJxml.jpg

 

After:

cLgzrfLl.jpg

 

My theory was right - both cars always got the damage of the car which caused the collision.

Edited by Silent
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Dat car damage...

 

 

lJHcJb9.gif

 

 

 

About aggresive drivers... there's nothing?

Edited by Inadequate
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About aggresive drivers... there's nothing?

Not thus far.

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Please make enough ini-options to enable/disable patches, because some fixes I don't consider as fixes. E.g., I like aggressive drivers.

Edited by goodidea82
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No. Not like it'd remove aggressive drivers anyway... They're just too likely to appear on PC compared to PS2.

Edited by Silent
  • Like 1
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No. Not like it'd remove aggressive drivers anyway... They're just too likely to appear on PC compared to PS2.

If I understand correct... this is a some kind of randomizer (*broken, maybe*) as ped paths and prostitutes audio too? But how this isn't present on PS2?

Edited by gts.
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No. Not like it'd remove aggressive drivers anyway... They're just too likely to appear on PC compared to PS2.

If I understand correct... this is a some kind of randomizer (*broken, maybe*) as ped paths and prostitutes audio too? But how this isn't present on PS2?

 

??

 

as you said, broken on PC, not broken on PS2.

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??

 

as you said, broken on PC, not broken on PS2.

I'm asking this because I'm not sure, if is broken or not, Silent maybe can answer me.

 

*Now that Silent it's working again on SP, I want to bring up this (featured on a Vadim M's video)... the siren sound of Black Project, it's different on PC and PS2, I don't know if this is a bug or not AS WELL.

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