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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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What are the best settings for this mod? I want to have the best graphics possible without using ENBseries, because of it's horrible performance.

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4 hours ago, TheJanox824 said:

What are the best settings for this mod? I want to have the best graphics possible without using ENBseries, because of it's horrible performance.

Which game? SA? It usually comes down to preference but for SA I like the most PS2 like filters combined with Mobile Texture Details and Mobile Reflections at a higher resolution and then disable the blurring...
 

 

[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=1
dualPass=1

;; Render Pipelines
buildingPipe=PS2        ; 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=1024          ; 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=0            ; Enable dynamic ped shadows
stencilShadows=0        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2         ; 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=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=0    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1        ; 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)

 

Edited by Ash_735
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At first probably only used for streaming settings but eventually used as a general settings file for SA also controlling some parts of postfx

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Could anyone tell me how the Vice City alpha target lock was accomplished? Is it possible with just editing textures? I've been modding the xbox version and would really like to have this feature.

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Hi, I started using this mod a short time ago, since I don't like to use mods or tricks. I don't know if someone has already discovered this error: on some ships (scualo, jetmax) when you go down instead of being on the boat you transfer it straight down, and you are sunk looking at the inside of the boat. It is not a bug too annoying.

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Mf6eQhG.jpg

 

estoy teniendo este problema en los autos que tienen el tamaño de los neumaticos alterado por medio del "vehicles.id" y no en el .dff, el brillo tampoco se altera editando la intensidad env en el material

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first of all, please speak english,

Second, this is clearly a modded vehicle, skygfx is made to work with the default vehicles in mind only

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On 10/17/2019 at 4:35 PM, ernestin1 said:

first of all, please speak english,

Second, this is clearly a modded vehicle, skygfx is made to work with the default vehicles in mind only

SkyGfx actually works better with PS2 and XBOX vehicles, my question is how to solve the problem I mentioned earlier and not knowing which vehicles are compatible with SkyGfx

Edited by kr0n0s800
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ladies calm down please.. there is enough skygfx for both of you

Edited by AngelD7
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Sir, can you bring SaGfx specular feature to SkyGfx ? Its look perfect for me. Too bad it just abandoned mod. 

gta-sa-compact-2019-10-21-00-12-43-46.jp

Edited by 007Ripper
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Either Neo or Mobile vehiclepipeline should come close enough to that without the issues SaGfx has.

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6 hours ago, LaDiDa said:

Either Neo or Mobile vehiclepipeline should come close enough to that without the issues SaGfx has.

Nope, its different. The SkyGfx mobile reflection is okay, but the specular is not. 

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NEO is the one with the spec, or you have a special SPEC option which is the PS2 style reflections with added spec too.

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Spec was my idea of how PC or Xbox vehicles should be rendered, there are no reflections mapping on any of them. As others have said, neo and mobile both have reflections. I kinda do have a better reflection pipeline in the back of my head, but I have no concrete plans atm.

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The Lucky Mole

Hello guys. When using the PS2 colour filter, I get that hazy/blurry effect. Is that normal? I like the PS2 colours but not this.

 

Image :

Spoiler

x4aeMMj.png

 

Skygfx.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=1
dualPass=1

;; Render Pipelines
buildingPipe=PS2        ; 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=1              ; 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=PS2         ; 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=1            ; 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)

 

 

Edited by BustaCJ
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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

Make them 0 instead 8

You're welcome.

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The Lucky Mole
13 minutes ago, 栗山明子 said:

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

Make them 0 instead 8

You're welcome.

Thanks!

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Spoiler

vsOOTPE.jpgKUIMkiw.jpgmIQ2IAy.jpgtTbNALp.jpg

I have this problem when adding cars without replacing with SkyGfx, After starting the game, a certain number of cars are generated with reflections and after spending about 5 minutes the new cars that are generated do not possess them,this happens randomly and with that I mean that "it doesn't happen in the same cars" so I rule out that it is a mistake in the .dff,I already tried in a game without further modifications that: (SILENTPATCH,OLA,FMLA,MOONLOADER, "SkyGfx obviously") and 250 cars added without replacing and the bug is still happening, What may be causing this??

Edited by kr0n0s800
sh*t
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DanielThePeacock

hey

so uh

it doesn't work

i installed everything (skygfx,dll, skygfx 1,2,3,neo,etc.) in my game directory,but nothing

can someone help?

(yes i did install asi loader and silent patch)

Edited by DanielThePeacock
corrected some stuff
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11 hours ago, DanielThePeacock said:

hey

so uh

it doesn't work

i installed everything (skygfx,dll, skygfx 1,2,3,neo,etc.) in my game directory,but nothing

can someone help?

(yes i did install asi loader and silent patch)

did you rename .dll to .asi (to make it work with an asi loader, since .dll is only usable with simple dll loader)?

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DanielThePeacock
1 hour ago, LaDiDa said:

did you rename .dll to .asi (to make it work with an asi loader, since .dll is only usable with simple dll loader)?

yep,still nothing

i even installed a dll loader and still nothing

im desperate here

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11 hours ago, DanielThePeacock said:

yep,still nothing

i even installed a dll loader and still nothing

im desperate here

Are you sure isn't running? It seems that the executable is the wrong one. Try to get an 1.0 compact or hoodlum exe.

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DanielThePeacock
23 hours ago, gts. said:

Are you sure isn't running? It seems that the executable is the wrong one. Try to get an 1.0 compact or hoodlum exe.

yeah,that was it,sorry for wasting everyone's time

thanks guys!

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How to fix a bug with a transparent door in a mission with robbery of Calligull casino? The bug disappears if I delete SkyGFX (((.. Help !!!

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The Lucky Mole

Hey The Hero. I am sure this has been requested a lot, but do you plan on bringing the Xbox/Mobile shadows to skygfx? It must be difficult, isn't it?

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