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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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Some parts of the map are dark, even with brightness max. How i can i fix it? What configuration i have to use in the ini file?

Edited by Luke Grinder
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@aap

 

Hi dude....

 

...it's seems DualPass is not working properly for Objects ( entity->m_nType == 4 ).

 

They go to alpha lists (as they should)...they get alpha ranging from 255 to 0...but they don't fade !

 

I'm assuring that " CVisibilityPlugins::RenderFadingAtomic(modelInfo, entity->m_pRwAtomic, alpha) " is being called for them.

 

Particurlarly I'm talking about that big crane next to Player garage...in Doherty (ID = 1383).

 

===========================================

 

EDIT :

 

Those things are not accepting DrawDistance above 300.0...thats the reason they don't fade.

 

Maybe it's a game bug...I'll be keeping investigating ! 🧐

.

Edited by pep legal
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if load whole map, sucker isn't even there

f2dCx04.png

 

see its there any difference, I spawned it next to the road,
type this in your SFSe.ipl

Spoiler

SFSe.ipl

 

1383, TwrCrane_M_04, 0, -2023.5345459, 213.206016541, 63.8503326416, 0, 0, 0, 1, -1
1384, TwrCrane_M_01, 0, -2016.04, 199.689, 100, 0, 0, 0, 1, -1

 

b43S8qO.png

 

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On 2/10/2020 at 7:54 AM, henhaerdi said:

How to get big sun glare like on Ps2? I installed Skygfx but my sun is small....

Get ps2 seabed.ipl from this thread and put it to modloader :

 

Or just get mixmod and set sun size via ini file.

 

 

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On 11/25/2014 at 11:37 PM, The Hero said:

RXklRRg.png


SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III

 

See this for a detailed explanation and screenshots of the most important features of SkyGFX: http://gta.rockstarvision.com/skygfx/skygfx.html

San Andreas
Download latest release, latest WIP version


See the README for installation instructions.

If you're using SAMP, use SAMPGraphicRestore.

Credits: NTAuthority and Silent for their code and being generally helpful. Dexx. ASH for the logo and Neo tweaking files. El Dorado, Snowshoe, Noskillx for helping with debugging. Everyone who reported bugs and spotted differences to the PS2 graphics, especially El Dorado, inadequate....

For (somewhat outdated) Screenshots click here

Vice City, III

Download latest release, latest WIP version


NB: The current version does not work with 1.1 and steam exes. Make sure to use a 1.0 exe!!!
You will also need to use a 3rd party DLL/ASI loader, as of 2.3 skygfx will refuse to be loaded by the mss32 loader.

For Screenshots of Vice City click here

Also check out the gtamodding wiki: http://www.gtamodding.com/wiki/SkyGfx (thanks spaceeinstein)

As a bonus for III and VC you can get a fixed generic.txd here: http://gta.rockstarvision.com/workshop/hires_txds/

I also recommend using this particle.txd with VC: http://gta.rockstarvision.com/workshop/particle_VC.txd


Many thanks to Sergeanur for initially porting it to all the different exe versions (even though right now only 1.0 are supported).

How to report bugs
If you experience any bugs, please make sure it is really this mod causing them and not some other. Otherwise report them in this thread of course.
When you report bugs and I ask to you to provide a PIX frame, see this:
http://gtaforums.com/topic/669045-silentpatch/?p=1068370849
If your game is crashing and it's unclear why, send me a crash dump. Apply this to your registry (http://aap.papnet.eu/gta/minidump.reg) to have windows collect minidumps in %localappdata%\CrashDumps.



This is the old post for postfx and ps2refl:

 

  Reveal hidden contents


These are two mods about which we've been talking in these two threads:
http://gtaforums.com/topic/741021-recreating-ps2-atmosphere-ive-found-logic-coders-needed/


But now here's a thread for the showroom (and stories of how these mods came to be :))

PS2 Post Processing

This mod implements the PS2 post processing which is applied to every rendered frame. Many wanted to imitate that look on the PC by means of timecycle editing but that is impossible. Since I myself wanted to know what the PS2 version did differently I edited the timecyc.dat, rebuilt ISOs, booted them in pcsx2 to see how my change affected the frame. When I found the formula I contacted Dexx to ask him how to implement it and he was very keen on doing it even though he's not an active GTA modder anymore. His version had bugs but already was pretty amazing. NTAuthority made a version that simply replaced the PC post processing but wasn't otherwise quite correct. I fixed his code and released some versions in the thread above.
Here is the latest version: (last updated 2015-01-25)

and source code:


You can switch between the three possible post effects (cycle with F7): PS2, PC, None
Silent fixed the motion blur bug.
I implemented ps2-style texture offsets. The effect is disabled by default (doBlur=1 enables it), pe_leftx etc. in stream.ini control the offsets (16 units = pixel). (See post for a comparison)
I tried to recreate PS2 radiosity (the buggy effect in pcsx2). It's enabled/disabled by pe_bRadiosity in stream.ini and controlled by radiosityOffset and radiosityIntensity in postfx.ini. You can also toggle it with F8.

Installation:
Use an asi-loader and copy the files to your SA root (or scripts, except stream.ini) directory, stream.ini is not necessary but has sensible defaults.
EDIT1: New version, we're using an .ini now so you can set if you're using a PC timecyc.dat there.
The difference is in the alpha values (they're halved on the PS2) so your screen will be to dark or bright if you set the wrong version.
EDIT2: I renamed the .asi to postfx, which is a little more descriptive (sorry NTAuthority), please delete any old files.


Credits go to Dexx, who implemented the first version even though he didn't have the time for it; NTAuthority, who implemented the second version; me, who found out the effect in the first place and fixed/improved NTAuthority's code; Silent, who cleaned up the code and fixed the motion blur bug.


PS2 Reflections

The car reflections are another difference between the PS2 and PC version of San Andreas. Dexx made a mod long ago that replaced the car render pipeline with one that kind of resembled the PS2 version but his mod was not perfect. After the PS2 post effects were implemented I wanted to find out how the PS2 really renders vehicles so that someone else could implement it on PC. This involved hacking pcsx2, dumping the memory of one of the PS2's vector units (when car geometry was being rendered), reading the disassembled code and...understanding it. Painstaking but hella fun. I checked my findings by implementing them in an OpenGL program. Since there was nobody who wanted to implement it, I tried it myself using Dexx's code as a base and after a laborious weekend had a pretty well working version.
Here it is: (last updated 2015-01-11)

and source:


This version is now final. You can cycle between PS2, PS2 with PC environment mapping and PC pipeline (in that order) with F6.
We're using an .ini now, bike wheel fixes are disabled by default. Other vehicles (e.g. the Rustler) have the same problem so it's best to use properly .

Installation:
Use an asi-loader and copy the files to your SA root (or scripts) directory.

Credits go to Dexx again, without whose code I couldn't have done it; Silent, who gave me a few pointers (literally) concerning the Renderware lights; me, who found out the whole thing and implemented it.

 

i am facing problem on III/VC sky gfx,,,neo droplets become black droplet,,,& neo reflection vehicle makes fully invisible 🙄,,,can u help me to fix this problem,,,,,i am using Sky gfx III/VC 3.0a 

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On 9/1/2019 at 8:28 PM, LC-DDM said:

Doesn't matter; root or scripts, the droplets are black all the same.

same problem like u in both III/VC,,,black droplets,,even neo vehicle reflection makes vehicle invisible 🙄

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Are you sure that you installed the neo folder properly? 

Edited by LaDiDa
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@aap

 

Hey man...nothing to do with Skygfx...but since you are into things like this, I gonna ask anyway.

 

I've Implemented an Occlusion test based on a sofware rasterizer (for performance, I'm only rendering collisions and shadows data).

 

The quality is not great, but it works....and I got 20% FPS boost (in cluttered scenes), because the number of Draw Calls have reduced.

 

Then I've been reading about getting the Depth Buffer back to CPU...which I did (see picture)

 

but...it's SLOOOOOWWWWWW !!!  (the slow part is mostly Locking the buffer, not much the data moving...weird !)

 

Any idea how to improve the speed of this ? Has someone you heard succeeded on that ?

 

 

Spoiler

sX8DbKB.png

 

Edited by pep legal
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I still wish The Hero would add an option to make specular lighting possible on any model in 3/vc, since it is possible to export models with normals and dynamic lighting already requires them.

So, any chance of that being added to skygfx or released as a separate mod? I tried looking into that myself but i know nothing about shaders

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It's not only that. the objects would need lights enabled for them as well. It requires more than just implementing a render pipeline. The game just doesn't assume world objects can have dynamic lighting.

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did somebody notice an abrupt illumination change in the map, when the hour change eg: 2:50 - 3:00 or 5:00 - 5:59, this always happens to me when i'm using pc colorfilter, and another thing i notice is that, if u use three ini files, and one of them have nothing on buildingpipe (did this on porpuse to use the standard game values) , and other of them with xbox, the one that have xbox in the buildingpipe option actually is not gonna use the xbox on buildingpipe, you can notice because if u use env reflections, you don't see nothing (cars are invisible)

 

i use timecyc24h but it happens even with normal timecycp

and i try testing the rest of the options.. and the problem is still there, nothing to do with usepctimecyc option which i test too, it only happens with pc color filter

Edited by VercettiV7
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3 hours ago, Maks_Grain4 said:

Why is the night bright in GTA SA and VC + Skygfx? In a clean game without mods, this is not. Fix please

I think changing the disableGamma option in the ini to 0 and lowering the brightness should fix your issue.

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19 hours ago, kebi said:

I think changing the disableGamma option in the ini to 0 and lowering the brightness should fix your issue.

Thank you

Edited by Maks_Grain4
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@aap

 

Hey bro...it's me again...

 

As probably you know,  I've redone the entire grass system of this game (SA).

 

On each frame...I first accumulate thousands of instance data (matrix, color, atomic and distance from camera) into a really big buffer (system memory, not video memory).

 

Later I call the render callback for each one (~ 3 milliSecond for 4 thousand atomics ). I've reduced grass types from 4 to 2...no visual impact.

 

The CPU gain I have so far is the first part (processing) is done in a separated thread ( ~ 6 milliSecond for 4 thousand atomics)

 

Not bad...But now I've started reading about this -> https://docs.microsoft.com/pt-br/windows/win32/direct3d9/efficiently-drawing-multiple-instances-of-geometry?redirectedfrom=MSDN

 

I see it's not as difficult as I thought...just a vertex shader to rebuild the matrix (since it was previously splitted in 4 rows).

 

The question is...any chance of SkyGfx offering a dedicated Render using this techinique ?

 

(I'm not a "render guy" like your are).

 

I would put my data into a big Vertex buffer in video memory and call your draw function...or something like that.

 

.

 

Edited by pep legal
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Could probably be done but it'd be a lot of work and I don't want to spend so much time on a thing like this. You do it and see how well it works.

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On 2/20/2020 at 1:36 PM, The Hero said:

It's not only that. the objects would need lights enabled for them as well. It requires more than just implementing a render pipeline. The game just doesn't assume world objects can have dynamic lighting.

Yeah, but dynamic light is already implemented into the game. So all that's left is to apply the specular mapping

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Tbh i have 2 questions that bugged since downloaded this mod

1. Whats the difference between PC and Xbox Building pipe

2. Does PC use ps2 modulate by default (with or without skygfx)

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1. none. i used to have a separate PC pipe but that turned out to be pointless, there was nothing salvageable about it. the xbox building pipe is what the PC pipe should have been.

2. ps2 modulation is only done by the ps2 building pipe.

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The Lucky Mole
1 hour ago, The Hero said:

I'm not terribly excited about it, but I guess i should do it eventually.

From a programming point of view? From an aesthetic point of view, it looks more natural and in place to me. It doesn't match those glowing graffitis though.

Edited by The Lucky Mole
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The Lucky Mole

Just an idea. Wouldn't it be good if there also existed a premade INI with the Env pipeline enabled and perhaps some recommended options? These could iclude your personal preferenses for example.

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The PS2-like config is pretty much my preferred one although I do like the Env pipe as well. Can't say I haven't played SA really since the last release though so the jury is still out.

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