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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Hooray \o/ Sorry no new release just yet but I hope next week. The first version of the actual skygfx came a bit later anyway.

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Happy four anniversary for SKY-GFX! :)

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2 hours ago, LaDiDa said:

Still one of the must have mods in existence and even after 4 years it still improves the game with every update 👍

Yeah, same with Silent Patch! 👌🏼

 

Edit: Was reading too fast, idk how old SP is but the other words fits well for it too.

Edited by Davve95
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𝓦𝓸𝓵𝓯
7 hours ago, Inadequate said:

What has been edited here? Just the YCbCr filter?

I just let the saturation appear on ps2 with more vivid color.

the color of the radar got more saturated with ps2.

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1 hour ago, Wolf_Gamer said:

I just let the saturation appear on ps2 with more vivid color.

the color of the radar got more saturated with ps2.

in case someone wants to have more radiant PS2 colors they could use this configuration in the YCbCr filter
 

Quote

YCbCrCorrection=1
lumaScale=0.86
lumaOffset=0.014
CbScale=1.25
CbOffset=0.0    
CrScale=1.15

I found these values in the Skygfx configuration of a Russian user in thread "PS2 Features to PC Index" on page 43

I think we could also try replicating the color filter of the mobile version by editing the YCbCr values

 

EDIT: Happy 4th anniversary!

Edited by MB7783
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@ThirteenAGlatest SA version does not work at all, i get an error 126 when trying to start up SA

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jacksonlp700-4
On 12/2/2014 at 5:09 PM, SilverRST said:

The Hero, there is happened something really nice to my carmod which I'm making.

The PS2 reflections makes the paint much clear and naturally.

The black plastic no longer looks shiny specular highlight and plain but real black as they ARE supposed to be.

Those black plastic now looks much more close the real life plastic. i tried imitating them but never succeeded.

This PS2 reflections simply fixed it.

 

I took screens with on and off.

 

On:

1eae34368474233.jpg

 

Off:

9ec645368474248.jpg

 

I really appreciated what you've done for this community!

Hello, could you send to me is Lamborghini Murciélago roadster?

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13 hours ago, Davve95 said:

Yeah, same with Silent Patch! 👌🏼

 

Edit: Was reading too fast, idk how old SP is but the other words fits well for it too.

SilentPatch is 5 years old for III and VC, while SilentPatch for SA is 4 years old.

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@ThirteenAG

EDIT: I redownloaded the asi, it works now, also the issues i pointed out are fixed! nice work

EDIT 2 :the issue with droplets appearing in Waves is still there, however sometimes (rarely sadly) it works like it should expecially with chainsaw

Edited by Razor_BladePL
boo
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@AngelD7,  You mean like a good meal, lol

 

Now, without deviating from the main issue, apparently no one else has reported problems with Skygfx, well at least no problems related to droplets, well now comes another problem, I do not know if someone else has already had the problem but I guess I'll be the first one, well apparently the textures with alphas tests are not affected by zwriteThreshold, also I think that even the textures look a little more f*cked after putting the value of zwriteThreshold in 255, leaving aside the textures alpha, finally the solved the problem of cars invisible with mobile reflections, only had to adjust some values in Mix Sets.ini (another mod), and it should be noted that mobile reflections now work correctly, houses and buildings no longer disappear from the reflections as before, although some sidewalks and a part of Berona Beach are simply not reflected.

Edited by MB7783
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Should be a problem from another mod or whatever because zwriteThreshold switch still working in latest version. Mobile reflections still very WIP, so isn't a surprise find bugs like those.

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42 minutes ago, Inadequate said:

Should be a problem from another mod or whatever because zwriteThreshold switch still working in latest version. Mobile reflections still very WIP, so isn't a surprise find bugs like those.

I will try to try skygfx in a game without mods, in case zwriteThreshold works, then I will look for the way to make them work correctly in my game with mods, the mobile reflections are fine, in fact they are much better than before, they would only have to do that some sidewalks are reflected correctly, and of course also make Berona Beach reflect, the rest of things work perfectly.

 

EDIT: I just tried zwriteThreshold in a game without mods, only with Skygfx and Silentpach added, zwriteThreshold still not working :(

Edited by MB7783
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i think the original ps2 graphics have a little bit more color ilumination on pedestrians and places somethings like a timecyc, i use ps2 timecyc and skygfx + silentpatch, y yeah, they have that ilumination, but i see videos of ps2 version of gta sa, and i compare, and i think is no exactly the same

and i see that the ps2 graphics are to much dark, i get this dark manually decreasing the brightness, but may be it needs to fix a little bit that, 

or well i don't know, it may be because the tool for capture with which they record 
the sa videos in play station 2 are of bad quality, that's the only things that i see when comparing both games (ps2) vs sa+skygfx
 
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5 minutes ago, AngelD7 said:

i think the original ps2 graphics have a little bit more color ilumination on pedestrians and places somethings like a timecyc, i use ps2 timecyc and skygfx + silentpatch, y yeah, they have that ilumination, but i see videos of ps2 version of gta sa, and i compare, and i think is no exactly the same

it's an interesting discovery, the same thing happens with mobile graphics, peds has specular lighting, but they look brighter than using Ped_spec, it's as if their DFF models had a kind of dynamic lighting, or something like that

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3 minutes ago, MB7783 said:

it's an interesting discovery, the same thing happens with mobile graphics, peds has specular lighting, but they look brighter than using Ped_spec, it's as if their DFF models had a kind of dynamic lighting, or something like that

you said that when you use the colorfilter of mobile, the specular is not the same than the ped spec, an example can be... that kind of plastic effect on player and pedestrians?

Just now, AngelD7 said:

you said that when you use the colorfilter of mobile, the specular is not the same than the ped spec, an example can be... that kind of plastic effect on player and pedestrians?

present on ped spec, but not present in the color filter set in: mobile

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12 minutes ago, AngelD7 said:

you said that when you use the colorfilter of mobile, the specular is not the same than the ped spec, an example can be... that kind of plastic effect on player and pedestrians?

present on ped spec, but not present in the color filter set in: mobile

Yes, I do not know how that plastic effect is achieved, I think that only War Drum knows, we just have to ask them, in case they are willing to answer, I think that the brilliant effect in PS2 works more in the same way, just that without making the characters appear to be made of plastic

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Lights on mobile are a bit brighter than everywhere else.

I don't think PC and PS2 lighting is different now. You'd have to show me an exact comparison to prove your point.

 

MB7783: also show screenshots of whatever your problem is.

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8 hours ago, The Hero said:

Lights on mobile are a bit brighter than everywhere else.

I don't think PC and PS2 lighting is different now. You'd have to show me an exact comparison to prove your point.

 

MB7783: also show screenshots of whatever your problem is.

screenshots: https://imgur.com/a/QyogADT

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ChengizVlad09

Slightly off topic, please excuse me if it's too much and bring it to my attention I'll stop any further discussion immediately, but having all these remasters, re-releases and ports of GTA SA, I cannot fathom why Rockstar decided to exclude all these phenomenal PS2 visual features from every single one of them?

 

That PS3 release looks like a total  fake for example, it's horrifying and 'sterile' if that's the right term to use, like a pair of fake plastic titties on an aging pornstar on her bad day.

 

" Man, what's this? sh*t looks ridiculous. No respect for the 'hood, all clean and sh*t. "

 

 

 

 

 

 

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The mobile versions, which then made their way to PS3 and Xbox 360, were not made by Rockstar. Rumour has it that R* didn't give War Drum Studios even proper tools and source code to be able to do everything properly, so a lot of things like the graphics were changed. Not sure if this was the reason, but R* definitely didn't care and just gave the mobile games (which were then ported to consoles) to an external studio.

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ChengizVlad09
18 minutes ago, Spider-Vice said:

The mobile versions, which then made their way to PS3 and Xbox 360, were not made by Rockstar. Rumour has it that R* didn't give War Drum Studios even proper tools and source code to be able to do everything properly, so a lot of things like the graphics were changed. Not sure if this was the reason, but R* definitely didn't care and just gave the mobile games (which were then ported to consoles) to an external studio.

Well, that explains a lot then. I guess they looked at it as way to earn a quick buck, nothing more. I still keep my fingers crossed for a proper remake of all those 3D era games and if they already got their hands full, they can at least delegate that job to someone who would do it the right way. Heard there are quite a few studios around that are pretty darn well at making remakes.

 

Ps: maybe Renderware is not only tricky to work with, but as well there could be some legal issues since it belongs to that joke of a company, EA or whatever the name is :)

Edited by ChengizVlad09
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3 hours ago, The Hero said:

MB7783: please tell me where you took that screenshot. otherwise I can't check.

South of Willowfield next to the airport, near a graffiti of Los Aztecas

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5 hours ago, The Hero said:

MB7783: please tell me where you took that screenshot. otherwise I can't check.

 

1 hour ago, MB7783 said:

South of Willowfield next to the airport, near a graffiti of Los Aztecas

It seems Ocean Docks in Los Santos.

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5 minutes ago, gts. said:

 

It seems Ocean Docks in Los Santos.

in fact it remains in Ocean docks, I only said that position to be more specific, because if I had only said "Ocean Docks" you would have asked me to specify in which part of Oceans Docks take the screenshot

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