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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III  

Xbox-like code is implemented and seems to be working perfectly finally!!

Version 3.1 turned out to be bigger than I had thought. See OP for the link to the release. The first two inis are PS2 and PC like config as before. The third ini has some custom settings like the ne

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My reaction to it, mostly:

reverse-1241025591_ravin-in-the-rain.gif

 

But yeah, I am glad that most if not all of the enhancements from the Xbox versions have finally been ported somehow.

 

Also, would it be possible to use Phong shading rather than Gouraud for specular highlights on vehicles?

Edited by lpgunit
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Should only happen when you press F8 upon load:

https://github.com/aap/skygfx_vc/blob/master/main.cpp#L885

maybe your key is stuck.

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hey , how do i fix this? what kind of specs of my pc need? i know i installed i correctly, someone told me that this happens in some pcs

c9371bd725369fe9dc548763bf7aae3ao.png

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I still have no idea why that happens for some people, sorry :/

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You start with PS2 settings and enabled backfaceculling on VC (aka PC settings, cuz most of the objects are redone by R* to bfc on, leave it that way if you aren't going to use PS2 map). If you want xbox enable rim lighting, xbox reflection and xbox map pipeline (now only for GTA3, requires xbox map) and enable the noice xbox rain droplets.

Edited by Tomasak
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The Hero, what about this texture bug or something like that:

 

 

yR7ZbpW.png

 

 

I quote my old post for ask, maybe with the upcoming @SilentPatch build with the streaming bug/half peds bug fixed, this issue will get fixed too? Remember this happens on sh*tty GPU's and there is need of set the worldPipe setting to -1.

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But that doesn't look like ped geometry, i doubt it's related.

 

 

 

maybe with the upcoming @SilentPatch build with the streaming bug/half peds bug fixed,

What? Where? When?

 

See silentpatch topic. Silent and I found the problem. Edited by The Hero
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The Hero, what about this texture bug or something like that:

 

 

yR7ZbpW.png

 

 

I quote my old post for ask, maybe with the upcoming @SilentPatch build with the streaming bug/half peds bug fixed, this issue will get fixed too? Remember this happens on sh*tty GPU's and there is need of set the worldPipe setting to -1.

 

Is GTX970 a sh*tty GPU?

Already known thing that texture flickering caused by stream memory hacking, fastman92 tried to fix this in his limit adjuster, but no luck AFAIK

Edited by Marsi4eg
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GTX 970 is weird - not the first time I'm seeing artifacts which happen only on it. Not sure if coincidence or it's something.

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Is GTX970 a sh*tty GPU?

Not in a million years, it was one of the best graphics card you could get until earlier this year when Nvidia launched the 10 series.

 

I have one myself it's a pretty badass GPU, that being said if I would buy a new GPU this year I would go for either the GTX 1060 or the RX 480.

 

GTX 970 is weird - not the first time I'm seeing artifacts which happen only on it. Not sure if coincidence or it's something.

Most of the time that's just messed up drivers, I was having some weird artifacts and framerate issues in GTA V when I bought my 970, but a few months later when I installed Windows 10 with brand new drivers the artifacts were gone.

 

ok I'll buy MX440 then

Huh... if you mean this thing, now that is a pretty damn old and sh*tty GPU.

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I am sure Silent wasn't joking about the GTX 970, it has vram problems, it could have other or maybe it just because it's very popular, so many people have it, so they run in more problems and report it.

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Can someone please explain to me what's this thing about PS2 water? How does it differ from PC water and how close are we to implementing it?

 

On a barely related note, does anyone else get this?

FSu4Qz.png

 

A body of water in SF that acts like land? You can walk inside and everything.

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Can someone please explain to me what's this thing about PS2 water? How does it differ from PC water and how close are we to implementing it?

PS2 water is rendered in two passes in VC and SA the standard pass and an effect pass. On the PC the effect pass is only rendered on near water causing a very noticable line between near and far water. You can increase the size of the near water easily and I've implemented that has a hacky pseudo-solution for the people who want it (only for SA though). But the code that renders the water is a bit confusing (it has to break up the water patches into visible rectangles) so I have avoided it. Maybe in the future I will take another look at it and implement a proper fix.

Edited by The Hero
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^

I really hope you will fix this water thing ))

BTW, what about fixing broken cars lights with latest SkyGfx and PC vehicle pipeline ? I post about it earlier.

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I am sure Silent wasn't joking about the GTX 970, it has vram problems, it could have other or maybe it just because it's very popular, so many people have it, so they run in more problems and report it.

Well I misunderstood, I thought this issue

 

 

yR7ZbpW.png

 

 

happened on GTX970 too and my mind connected it to this post

 

http://steamcommunity.com/app/413420/discussions/2/368542844486745133/?ctp=3#c364039531222471369

 

but that wasn't GTX970 but GTX980 even, lol. My bad.

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Wonder how does it looks like on xbox

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Wait, finally I realise it. Next version of SkyGfx most likely will be :panic: 3.0 :panic: !!!

The Hero probably cooking smth huge for this next version )))

Edited by TWIST_OF_HATE
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Wait, finally I realise it. Next version of SkyGfx most likely will be :panic: 3.0 :panic: !!!

The Hero probably cooking smth huge for this next version )))

RIM LIGHTING ON SA PEDS/PLAYER!!! And maybe shiny water droplets as well! :p

 

The only thing missing from the PS2 version is the water waves apparently, apart from that I don't think theres anything else visual related to be ported over, so maybe it's finally time to mix stuff around and bring shiny things from III/VC to SA and maybe even SA stuff to III/VC.

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Sorry to disappoint, version numbers mean nothing. I just increment whenever i introduce new features and append a/b/c/... when i just fixed bugs.

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