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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

Maks_Grain4
15 hours ago, ernestin1 said:

when using skygfx, the families graffiti looks way too bright and shiny, just compare it with the ballas one, this problem doesnt happen when not using skygfx
 

  Reveal hidden contents

PCWy57a.jpg

 

 

  Reveal hidden contents

0bkHnfZ.jpg

 

I spoke about this last time. Is there a solution without replacing DFF and TXD files?

Edited by Maks_Grain4

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The Hero

Little update: I was always a bit annoyed with the "blur" i.e. downsampling of the framebuffer for the radiosity effect. So yesterday I finally decided to do something about it and implemented a nicer blur with a shader. The new radiosity looks very similar to the old at 640x480, and I think it looks better on higher resolutions. I'm still not quite sure about all the settings, but maybe I can get some feedback here.

As with the original effect, the number of filter passes controls how much the image is downsamples, or now, blurred,

the U and V corrections give a bit of scaling to the effect.

You can toggle between new and old with F5, new is the default right now. Also use radiosity debug from the debug menu to see the difference better.

 

http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/skygfx.dll

  • Like 8

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Maks_Grain4
5 hours ago, The Hero said:

 

Cool! I love you man! When everything is ready, update the links to the manual. And instead of the ".DLL" file, make ".ASI"

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Bellefeuille
17 minutes ago, Maks_Grain4 said:

Cool! I love you man! When everything is ready, update the links to the manual. And instead of the ".DLL" file, make ".ASI"

Did you know that you can rename .dll to .asi?
You remind me of Dimitri 😂

  • Like 1

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Maks_Grain4
1 hour ago, 栗山明子 said:

Did you know that you can rename .dll to .asi?
You remind me of Dimitri 😂

Yes. I know. For some, who do not know this, they can drop it into the folder with the game (confusion). So this is an extra file

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LaDiDa

Just tried out the new radiosity (I play at a resolution of 2560x1440) and wow, that's so much better for higher resolutions. Although I found the blur values of 8 a bit too much 4 gives a nice blur in the distance without being overly present close up (where the previous implementation had some very visible ghosts of the object right next to them). I think I'll just keep these settings like this, also enhances speedblur nicely which always looked a bit obnoxious without radiosity.

  • Like 2

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The Hero

Hm, the blur values don't actually control the radiosity but the PS2 colour filter. In fact I had the texture filtering for that set to nearest instead of linear for some reason so it actually wasn't filtered right, it's fixed in the latest test version as well. 8 corresponds to a half-pixel at 640 and I scale that to the actual resolution, but perhaps that isn't even the right thing to do...

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LaDiDa

Reading that again (and I wrote that pretty late in the evening) what I meant was: the previous radiosity value of 2 produced visual ghost objects around the actual objects, the new implementation doesn't do that same thing which is better. The other part of it is that the default blur value of 8 was too much at 1440p for me so instead I halved it which looks nicer and has enough impact on visuals to even enhance the speedblur which looked a bit extreme going from a very clean and sharp image to that blur at higher speeds. Kinda got the 2 mixed up writing comments that late >.<.

 

Anyway, the new implementation is very much appreciated!

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The Lucky Mole

Wait, so we can't download the latest version on GitHub, only rockstarvision?

Edited by The Lucky Mole

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thehambone
On 8/31/2019 at 5:42 AM, LC-DDM said:

I figured this might be the palce for me when it comes to asking for help. I've done a cursory search on this thread and didn't find the answer, though, so apologies if this is a repeat question.

GTAIII seems to not load the sky, when skyGFX is installed. Specifically, it's purely black, with no chance of a proper sky or colors. It doesn't make sense for it to be timecyc, as the game loads the sky without skyGFX.
 

  Hide contents


811119c826.png
a559603793.png

 

This is from a few pages back, but I noticed that the sky turns black if I use SkyGfx with Windowed Mode (even if I press Alt+Enter to go into fullscreen). If I run the game without Windowed Mode, the sky is normal. Setting seamFix to 0 fixes the issue when using Windowed Mode, the droplets remain black though.

 

Edited by thehambone

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Bellefeuille

@TheHero emm, I am just curious. Is it the mobile reflections intended to works based on player position not the player camera?
If you notice it in static cutscene, the reflections is moving as CJ moves.
 The example is on the mission "Test Drive"
 

Spoiler

gta_sa_2019-12-15_16-35-08-11.png

 

Edited by 栗山明子

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The Hero

Yes, that's how it's done on mobile and I'm doing the same.

  • Like 1

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WeedSR

I found another bug with floating shadows in SkyGFX. 
Here are screens with SkyGFX ON.

Spoiler

MBOKnYm.jpg
wEKophI.jpg

QFDqkOU.jpg

JvcNXsp.jpg

Shadow height for lamposts, ped and car shadows is floating between different weathers. (Depending on draw distance may be? Only foggy and underwater have no any bug) Shadow height also changes when I rotate player camera up and down. Same bugs if all settings in skygfx.ini are commented and even on vanilla gta sa without mods

 

SkyGFX OFF

Spoiler

pNvAm3k.jpg

OObFkKS.jpg

WkCMhXi.jpg

Shadow height seems has fixed pos and doesn't depend on camera position.

 

This bug appears in 4.0b. 4.0a works fine

Edited by WeedSR
added more info

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Marsi4eg

Never seen anything like that, are you sure this still happens on vanilla game?

 

Ok, I see you've uploaded screenshot from clean game

Edited by Marsi4eg

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The Hero

Yeah, this is a side effect of my shadow fix. I thought it was working but apparently there are still problems. Would be interesting to know if this actually looks right on PS2, because otherwise i have absolutely no idea how they managed to fix it there.

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WeedSR

Another example of bug
4.0b

Spoiler

02KVhyx.jpg

4.0a

Spoiler

Dql3x7g.jpg

 

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The Hero

I really wonder how this actually works on PS2. I haven't noticed any problem there.

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The Lucky Mole

About the shadow height, I can confirm this happens on a clean game (skygfx only).

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Marsi4eg

How to reproduce it? I use 4.0b in ps2 mode and don't see this sh*t

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The Hero

It has something to do with far clipping. Actually maybe it doesn't happen on PS2 because of the IPL timecycle boxes?

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IcePhoenix

I'm having an issue with harsh transitions during different times of the day. For example, the night becomes "darker" between 3 AM and sunrise. Is there a way to fix this?

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Maks_Grain4

Can I somehow turn off the brightness and gamma settings? to be standard? If not, add in future updates

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gts.
2 minutes ago, Maks_Grain4 said:

Can I somehow turn off the brightness and gamma settings? to be standard? If not, add in future updates

See the skygfx ini file to know. Isn't anything hard.

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Maks_Grain4
15 minutes ago, gts. said:

See the skygfx ini file to know. Isn't anything hard.

I'm talking about GTA 3 and VC

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The Hero

I have polished skygfx SA a bit (latest version as usual here http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/).

- new and old radiosity can now be set from the ini and debug menu.

- corona z-test can now be set in the ini, even at runtime (this will override SilentPatch!) so for those who want the PC sun back, they can use this option.

- the shadow fix that was talked about earlier can be turned on and off (but only once on game start). Actually this could be done before but i forgot about this option.

- nvidia and eax ad splashes are not disabled anymore. some people really liked their ads.

  • Like 7

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Maks_Grain4
12 minutes ago, The Hero said:

I have polished skygfx SA a bit (latest version as usual here http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/).

- new and old radiosity can now be set from the ini and debug menu.

- corona z-test can now be set in the ini, even at runtime (this will override SilentPatch!) so for those who want the PC sun back, they can use this option.

- the shadow fix that was talked about earlier can be turned on and off (but only once on game start). Actually this could be done before but i forgot about this option.

- nvidia and eax ad splashes are not disabled anymore. some people really liked their ads.

Refresh the link on the start page. https://github.com/aap/skygfx/releases

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The Hero

It's not a release yet. Maybe some other little fix comes along before christmas, although i wouldn't know what.

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zerosaber75

Any possibility to add the ability to tone down the Neo Blood and Water splash effects for San Andreas? Sometimes there's too much blood/water splatter on screen that it becomes hard to see the game clearly and feels overdone.

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The Lucky Mole
2 hours ago, The Hero said:

It's not a release yet. Maybe some other little fix comes along before christmas, although i wouldn't know what.

Is that shadow fix coming?

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The Hero

You can disable the shadow fix if you don't like it. I think a real fix for the problem simply doesn't exist.

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