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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

FriedSpats
19 minutes ago, Maks_Grain4 said:

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      

Because the mod focuses on port-exclusive graphics and not some hires garbage.

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gts.
23 minutes ago, Maks_Grain4 said:

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      

If wasn't possible to do it by yourself, maybe I would agree with this but... you can do it by yourself using MagicTXD and for your personal use as well.

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Maks_Grain4
Posted (edited)
8 minutes ago, gts. said:

If wasn't possible to do it by yourself, maybe I would agree with this but... you can do it by yourself using MagicTXD and for your personal use as well.

and how will i do through MAGICTXD?

13 minutes ago, FriedSpats said:

Because the mod focuses on port-exclusive graphics and not some hires garbage.

very useful thinganisotropic filtering x16. I would not call it garbage

Edited by Maks_Grain4

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LaDiDa

Just force anisotropic filtering through your gpu's control panel? It's honestly not that hard...

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Maks_Grain4
17 minutes ago, LaDiDa said:

Just force anisotropic filtering through your gpu's control panel? It's honestly not that hard...

I play on different computers. and every time to climb into the settings of the video card - for me too lazy

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gts.
35 minutes ago, Maks_Grain4 said:

I play on different computers. and every time to climb into the settings of the video card - for me too lazy

Live with it then.

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Davve95

Yeah it would be cool! 

------

It was talk about this longtime ago. But will you make a heavy version of SkyGFX ? I mean that's more HD'ish and stuff 

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The Hero
Posted (edited)

It seems there are enough projects like that already. One thing I still feel like doing at some point is a nice car pipeline that combines the good bits of neo and mobile or something.

Edited by The Hero

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CanerKaraca

I installed ThirteenAG's Widescreen Fix and SkyGfx for Vice City. But Widescreen fix have d3d8.dll and SkyGfx have d3d8.dll. Which i use ?

Sorry English.

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Ash_735

San Andreas ALREADY SUPPORTS 16xAF, just the TXD's do not have the flag for them (and most textures don't contain mipmaps). Use Magic.TXD and set the flag to force 16xAF if you want it, in VCS PC we include mipmaps for the texture and then include a toggle so the game can chose what level it wants, but the reason we can have this IS because we control the TXD's.

 

Fun Fact, I built the TXD for the detail maps in SkyGFX and did include mipmaps for them, so the option WILL work with that at least.

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BustaCJ
On 2/24/2019 at 9:37 PM, Renny said:

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

There you go :

Spoiler

[SkyGfx]
; Mobile-like/custom 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=1
dualPass=1

;; Render Pipelines
buildingPipe=Xbox        ; 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=1            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Mobile         ; 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=512          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1     ; 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=1            ; Enable dynamic ped shadows
stencilShadows=1        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=Mobile         ; 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=   8           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    8           ;  to disable blur set these to 0
blurRight=  8
blurBottom= 8
;; 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=1          ; 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=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; 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=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; 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=PS2      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
; nightVision=PS2         ; Select the night vision
;                         ;  values: "PS2", "PC"
; grainFilter=PS2         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

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

 

 

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Vindsole

If I set dualpass to higher value, farther grass shows before the closer grass, is that a bug?

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Vindsole

Here's how it looks.

 

 

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gts.
3 hours ago, Vindsole said:

Here's how it looks.

Spoiler



 

 

What the hell? What kind of mod is that vegetation? Looks oversaturated.

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FriedSpats
9 hours ago, Vindsole said:

If I set dualpass to higher value, farther grass shows before the closer grass, is that a bug?

But why would you even set dualpass to a higher value? 1 and 0 are the only acceptable values because it's technically true or false. It might have something to do with any draw distance modification you are using.

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Vindsole
10 hours ago, gts. said:

What the hell? What kind of mod is that vegetation? Looks oversaturated.

It's default color PS2 filter with original vegetation but a higher quality mod, and YCbCr Correction set to 1 (to replicate PS2 output colors).

 

4 hours ago, FriedSpats said:

But why would you even set dualpass to a higher value? 1 and 0 are the only acceptable values because it's technically true or false. It might have something to do with any draw distance modification you are using.

There is an option called zwriteThreshold which default value is 128, if you increase it vegetation looks less odd, this the only drawback.

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LaDiDa

higher then 128 actually renders some distant stuff on top of things that are in front of them in 3D space, the detail textures from rocks for example render over the distant conifer LOD's.

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kevinFSU92

It might have been answered already but why exactly is the dynamic pedestrian shadows and stencil shadows disabled by default on the latest version of SkyGFX for San Andreas? Are we not supposed to be using those features? Are they bugged?

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Pirushu
53 minutes ago, kevinFSU92 said:

It might have been answered already but why exactly is the dynamic pedestrian shadows and stencil shadows disabled by default on the latest version of SkyGFX for San Andreas? Are we not supposed to be using those features? Are they bugged?

I guess it's to make it more true to the PlayStation 2 version

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gts.
4 hours ago, kevinFSU92 said:

It might have been answered already but why exactly is the dynamic pedestrian shadows and stencil shadows disabled by default on the latest version of SkyGFX for San Andreas? Are we not supposed to be using those features? Are they bugged?

I'm sure you installed the ini with PS2 configuration and that's why you are with low quality shadows, enable them again or use another ini config if you want.

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The Hero

I never liked those shadows. The dynamic ped shadows are fine but the stencil shadows are pretty sh*t imo. They are too hard, look buggy on some vehicles and especially the combination of the two kinds of shadows when you're on a bike doesn't look nice at all. The traditional shadows look much better to me even if they are a bit simplistic.

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pep legal
Posted (edited)

@Hero/aap

 

Hey bro...need a favour !

 

Would be nice to have CULLING enabled when the flag hasAlpha is ON, for each one vehicle pipeline.

 

I'm having really ugly transparency in my mod, when I change all material alpha for a specific car.

 

(those materials are brought back just after rendering)

 

Probably no performance impact, since it's only for one car, and only for "alphaed" materials.

 

Thanks in advance.

 

EDIT (I'm working on SA only)

Edited by pep legal

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The Hero

You want backface culling on? I don't think I want this. Maybe your problem can be solved in a different way? what's the issue?

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pep legal
Posted (edited)
47 minutes ago, The Hero said:

You want backface culling on? I don't think I want this. Maybe your problem can be solved in a different way? what's the issue?

 

 

No SkyGfx : I can see very few internal parts. I can see those guys behind.

 

Spoiler

JVft2XQ.jpg

 

 

 

 

With SkyGfx : I can see medical instruments inside the ambulance. I cannot see much behind.

 

Spoiler

zpA7nin.jpg

 

Edited by pep legal

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The Hero

I see. I don't think I'm actually changing the cullmode though, you should be able to set it what you like before the render CB.

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pep legal
Posted (edited)
16 minutes ago, The Hero said:

I see. I don't think I'm actually changing the cullmode though, you should be able to set it what you like before the render CB.

 

Yeah...one more hook ! No problem ! (hard to keep compatibility with skygfx)

 

For educational purpose...could you explain why ? (techinichal reason or  personal preference)

 

Changing subjects...and looking at your code right now : why neo reflections are so much heavier than mobile reflections ?

 

 

Thanks anyway.

 

Edited by pep legal

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The Hero

I don't think vehicles should be rendered with culling enabled. Otherwise you'd only see one half of windows and so on. This would be a bug. Now in fact culling is enabled when the vehicle lights turn on and Silent has written about it on his blog. But I don't touch it at all (at least not to my knowledge) and I would like to keep it that way.

 

What do you mean by heavier?

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kkjj

I also confirm that neo reflection is heavier than mobile reflection.

Heavier means it takes more fps than Mobile one.

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