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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

gts.
50 minutes ago, lancevance123 said:

This mod isn't compatible with GTA VC Modloader. 

Any way to make the Modloader and the SkyGFX work simultaneously? 

Working fine here through modloader, so you are doing something else wrong.

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FriedSpats
54 minutes ago, lancevance123 said:

This mod isn't compatible with GTA VC Modloader. 

Any way to make the Modloader and the SkyGFX work simultaneously? 

Just use an ASI Loader, how you managed to make SkyGFX and modloader not work together is beyond knowledge.

Edited by FriedSpats

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Mihail92

Hello dears! There is a problem. Costs windows 10. Version 3.7 on windows 10 when minimizing the game hangs. Put version 4.0 a. Now collapses, but there are two bugs.
1. Trees are highlighted. At 3.7 this was not.

gfx.jpg

 

GFX1.jpg

 

2. Transparent halos at the edges of objects

GFX2.jpg

 

Can I fix these issues, or make version 3.7 compatible with windows 10? Pictures increase the click-through.

Edited by Mihail92

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The Hero

The trees are a model issue, comment out the explicitBuildingPipe line or set it to -1. Your second point I don't understand.

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WarButler

@Mihail92That might be the PS2 blur? If so then change the following in skygfx1.ini:

 

blurLeft=   0         
blurTop=    0          
blurRight=  0
blurBottom= 0

 

If it's only present in the first ini file (F10 to cycle through them in game), then I think that's probably the issue. Can't say for certain because I can't really see the effect in the photo provided. Maybe I need new glasses.

 

EDIT: Oh wait, if you never had this problem before then this is probably not the problem and I need to drink less whiskey before posting...

Edited by WarButler

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zerosaber75
On 2/14/2019 at 12:03 PM, LaDiDa said:

Pretty sure what you reffer to as PS2 blur effect is the PS2 trails option a.k.a. default (0) under trailsSwitch.

While it brings back the blur effect, unfortunately it reverts back to the lighting style of the PS2 version and not the color grading used from the mobile version.

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The Hero

Mobile colour filter has no blur.

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Davve95

Just curious, but why does console versions use blur? It doesn't look good in my opinion 

Edited by Davve95

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Blackbird88

To hide aliasing maybe?

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FriedSpats
23 hours ago, Blackbird88 said:

To hide aliasing maybe?

It’s probably that to make the game look more smoother rather than jagged on low resolutions.

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stef_92
On 2/22/2019 at 4:18 PM, Davve95 said:

Just curious, but why does console versions use blur? It doesn't look good in my opinion

Blurring is a cheaper algorithm than real anti-aliasing. It's ugly, no doubt.

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Renny

Anyone have some nice looking .ini's to share with someone how has no clue at what many of those settings do?

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RegistaG

not sure if this is skygfx related or not but yesterday i came across gravarty's newest video and there i noticed he doesn't have any flickering near the shelf in the intro cutscene, this is how it looks for me

 

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LaDiDa

Vice city the leftovers fix, fixes that.

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Inadequate

Weird. I don't have that issue, and not VCLF installed as well. I think is just matter of luck lol.

Edited by Inadequate

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RegistaG
12 hours ago, LaDiDa said:

Vice city the leftovers fix, fixes that.

that fixed it, thanks.

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Maks_Grain4

hi

Edited by Maks_Grain4

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gts.

I love the atmosphere...

jMvRedJ.jpg

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1xGamer
Posted (edited)
8 hours ago, gts. said:

I love the atmosphere...

 

I feel the same about vice city. SkyGfx at its finest!

https://imgur.com/a/vpN7uXZ

Edited by 1xGamer
Attemped to correct the damn link. Didn't work :(

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Blackbird88
23 hours ago, The Hero said:

You should use my improved generic.txd, default PC file sucks: http://gta.rockstarvision.com/workshop/hires_txds/

Why isn't there one for III Xbox too? I checked the generic.txd you provide with Xbox map and it has some lower res textures too lol.

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The Hero

I don't remember but probably because they used custom textures for that port that I didn't want to change, and i wanted everything or nothing.

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arminnas

hello everyone

does anyone know how I can fix this?

gallery4.jpg

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Davve95

I guess it's not from SkyGFX. I think it's from the effects (don't remember what the file is named at the moment)

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arminnas
29 minutes ago, Davve95 said:

I guess it's not from SkyGFX. I think it's from the effects (don't remember what the file is named at the moment)

without skygfx its ok

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SilverRST
2 hours ago, arminnas said:

hello everyone

does anyone know how I can fix this?

gallery4.jpg

Probably 'skidmarks' in particle.txd and it seems to be conflicting between SkyGFX and the effects mods you're using.

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kkjj

@arminnas

Try turning off detailed texture in Skygfx.

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arminnas
3 hours ago, kkjj said:

@arminnas

Try turning off detailed texture in Skygfx.

there's no detailed texture in my skygfx but one thing is here and I turn it off and no solution

detailMaps=0 

3 hours ago, SilverRST said:

Probably 'skidmarks' in particle.txd and it seems to be conflicting between SkyGFX and the effects mods you're using.

I guess it but I don't know how! I disabled all settings in skygfx.ini but the problem not solved! 

I use sa_directx 2 and skygfx thats it.

my .ini

Spoiler

[SkyGfx]
; PS2-like configuration

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.

;; Hotkeys for toggling in game
;;  The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;;  I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79          ; cycle through inis (0x79 = F10)
keyReload=0x7A          ; reload all inis (0x7A = F11)

;; Texture modulation:     ps2Modulate(Building|Grass)
;;   Emulates the PS2 way of texture modulation.
;;   In practice this means the world and grass will be brighter
;; Dual pass:              dualPass(Default|Ped|Building|Vehicle|Grass)
;;   Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;;   NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=0
dualPass=1

;; Render Pipelines
buildingPipe=PC        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=0            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=PC         ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=0          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=0  ; Leeds reflection intensity multiplier
neoShininessMult=0    ; Neo reflection intensity multiplier
neoSpecularityMult=0  ; Neo specular light intensity multiplier
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=0       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=0     ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0     ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=0            ; Enable dynamic ped shadows
stencilShadows=0        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PC         ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   0           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    0           ;  to disable blur set these to 0
blurRight=  0
blurBottom= 0
;; Radiosity
doRadiosity=0           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=0     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=0    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=0        ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0    ; turns this on or off (default 0)
; lumaScale=0.8588    ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627    ; this is added to Y (default 0.0627)
; CbScale=1.22        ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0        ; (default 0.0)
; CrScale=1.22        ; (default 1.22)
; CrOffset=0.0        ; (default 0.0)

;;;;;
;;;;; Advanced fine tuning
;;;;;

; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=0
; ps2ModulateGrass=0
;; Dual pass, these override dualPass
; dualPassBuilding=0
; dualPassVehicle=0
; dualPassGrass=0
; dualPassPed=0
; dualPassDefault=0       ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128        ; Set to 255 to get Silent's dual pass effect (default 128)

;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PC     ; Select the infrared vision
;                         ;  values: "PS2", "PC"
; nightVision=PC        ; Select the night vision
;                         ;  values: "PS2", "PC"
; grainFilter=PC         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=0        ; Multiplier for radiosity intensity (default 35)
 

 

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LaDiDa

Incompatible with enb series, you get weird side effects when combining them.

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Maks_Grain4
Posted (edited)

The author, WHY DO YOU NOT ADD TO SkyGFX - anisotropic filtering x16? in 3, VC, SA?    Textures will be better and clearer with this function.   
Please Add anisotropic filtering x16      

Edited by Maks_Grain4

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