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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

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HellBaron

Hi Hero! Your creation is becoming everytime more beautiful. Any idea to improve headlights of cars on walls and buildings?

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bestia

* About walls & buildings : some objects too lighter ( detail map off , PS2 preset ) , no balance of brightness at all , brightness at Options = 0 , 50 , 100 and disableGamma = 1\0 - no changes ( but with detail map it's ok .. +\- fix for Me ) .
** Dual pass for vehicles glass with zwriteThreshold = 128 : static shadow disappear or too darker with values 129 and more .. no balance too .
But awesome work , like it ....... :)

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Maks_Grain4
Posted (edited)

Tell me how to use the radiosityRenderPasses parameter? I put instead of one, the number three - and no external change occurs. What you need to enable or disable - to make radiosityRenderPasses and radiosityFilterPasses work? I have the doRadiosity = 1 parameter enabled.
vxtimCC.png

 

On 6/21/2020 at 8:36 PM, bestia said:

XPYEOGz.png

 

gta-sa-2020-06-26-14-35-26-561.jpg 

Edited by Maks_Grain4

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The Hero

If radiosity is enabled it should respect that parameter, and it should be obvious what it's doing too, it applies the effect multiple times.

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Maks_Grain4
Posted (edited)
3 minutes ago, The Hero said:

[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=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=PS2         ; 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", "Env"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=256          ; 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
envShininessMult=1.0    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=10.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.7          ; Env fresnel strength
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=1     ; 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=   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=1           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
radiosity=PS2           ; Select implementation. values: "Shader", "PS2"
;; 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=1         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=1         ; 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)
coronaZtest=1            ; z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (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=255        ; 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=1      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=3      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

Expand the message. Are the settings correct?

Edited by Maks_Grain4

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The Hero

Yes, but you haven't changed the number of render passes there

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Maks_Grain4
Posted (edited)
3 minutes ago, The Hero said:

Yes, but you haven't changed the number of render passes there

Do you mean radiosityRenderPasses = "1" (default standart)? I set number of "3".

Edited by Maks_Grain4

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The Hero

But the line is commented out, it's ignored by the ini reader so it defaults to 1. you have to remove the semicolon

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Maks_Grain4
3 minutes ago, The Hero said:

But the line is commented out, it's ignored by the ini reader so it defaults to 1. you have to remove the semicolon

Ahh, how I did not immediately guess! Thank you so much!

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Maks_Grain4
3 hours ago, The Hero said:

But the line is commented out, it's ignored by the ini reader so it defaults to 1. you have to remove the semicolon

Man, how to do the same, only in Vice City? I want to emphasize the clarity of the image - not the nearsighted state of the picture.

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bestia
Posted (edited)
On ‎6‎/‎26‎/‎2020 at 11:26 AM, Maks_Grain4 said:
Spoiler

 

Tell me how to use the radiosityRenderPasses parameter? I put instead of one, the number three - and no external change occurs. What you need to enable or disable - to make radiosityRenderPasses and radiosityFilterPasses work? I have the doRadiosity = 1 parameter enabled.
vxtimCC.png

 

 

gta-sa-2020-06-26-14-35-26-561.jpg 

 

 

 

DuNn0 , but for now My problem with lighter some buildings and too darker cars at some weathers ... PS2 Timecyc or PC Timecyc - what ever .
Stock game & stock skygfx1 cfg have that .. "bugs" ?..
PS : Yea , forgot .. detail map at Grove Street and other roads not finished ... I need full mapping =(

Edited by bestia

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Maks_Grain4
1 minute ago, bestia said:

 

DuNn0 , but for now My problem with lighter some buildings and too darker cars at some weathers ... PC2 Timecyc or PC Timecyc - what ever .
Stock game & stock skygfx1 cfg have that "bugs" ?..
PS : Yea , forgot .. detail map at Grove Street and other roads not finished ... I need full mapping (

BUG game

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Malekithh
Posted (edited)

@The Hero Does it work fine in the modloader folder or is there anything that requires running at the beginning? (Some mods requires running at the root.)

Edited by Malekithh

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nkjellman
Posted (edited)

So I've noticed a bug with the Mobile and Env reflections.

At first, I felt like I was not seeing them. However, if I switch the reflection type to LCS/VCS reflections, and back, they seem to work.

BUT, they do not update. So if I do the switch, and start driving around, the reflection map will be biased off the area I was in. Minimizing my game will restore them back to no reflection. Then I have to switch them to LCS/VCS and back to update them.

Any idea how this could be fixed? It seems like they are generated on 1 frame, then they fail to continue updating. I wouldn't think this one would be all that hard to fix.

Edited by nkjellman

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The Hero

They need the building pipeline hooked, otherwise i'm pretty sure they work fine.

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McFadden0

How do I fix this texture bug?

Some of my textures are flickering blue and it is super annoying.

 

CLICK

 

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firedihm

Stream memory fix?

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McFadden0
6 hours ago, firedihm said:

Stream memory fix?

Already have that installed.

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LaDiDa
1 hour ago, McFadden0 said:

Already have that installed.

Try lowering the value, too much causes the problem it tries to fix.

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McFadden0
Just now, LaDiDa said:

Try lowering the value, too much causes the problem it tries to fix.

What specific value? I tried to edit buildingPipe to PC but it helped nothing.

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Marsi4eg
13 hours ago, firedihm said:

Stream memory fix?

Wait, you mean standalone stream memory fix?  You're joking, it's bugged


Open Limit Adjuster (to set higher stream memory value) + Silentpatch (it fixes possible issues with extended stream memory)

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LaDiDa
19 hours ago, McFadden0 said:

What specific value? I tried to edit buildingPipe to PC but it helped nothing.

NVM, I thought you were using OLA streammemory (which you should use). Instead you probably used fixed value streammemoryfix (probably 2048 which is the biggest value I know of, which only works with heavily modded SA, otherwise it causes that exact issue).

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john_wheelman

Hey, guys, I have a question (maybe stupid, but anyway): are GTAIII and VC's timecyc.dat identical to PlayStation 2 ones or it need to be replaced with PS2 files to get proper PS2 atmosphere (just like in case with SA)?

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Marsi4eg
Posted (edited)
1 hour ago, john_wheelman said:

Hey, guys, I have a question (maybe stupid, but anyway): are GTAIII and VC's timecyc.dat identical to PlayStation 2 ones or it need to be replaced with PS2 files to get proper PS2 atmosphere (just like in case with SA)?

In VC these files aren't similar (EXTRASUNNY lines 228 and 230 and some stadium values at lines 350, 353 and 356).

In 3 I've replaced original with PS2 one and hadn't saved original backup, so I have nothing to compare there.

 

They definitely have to be changed to PS2 ones though

 

PS2 VC:

----from EXTRASUNNY section
// 5AM
80 74 70   80 74 70   80 74 70   80 74 70   255 255 255  240 240 254      102 86 58    255 128 0          255 0 0     8.4    1.0      1.0        150     100    0        2000.0   100.0    1.0                70 27 10    0 0 0        50 43 36            056  038  000            120  127  79  192
// 6AM
90 90 90   90 90 90   90 90 90   90 90 90   255 255 255  240 247 240      209 167 168    255 128 0        255 128 0   8.4    1.0      0.9        140        100    0        2000.0   100.0    0.75            100 34 25    50 50 50    120 92 88            056  032  000            185 160 160 192
---end

// Extra Colour 9----------------------dirtring-------------------
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 10--------------Blood ring------------
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 11-----------------Hot ring
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192

 

PC VC:

----from EXTRASUNNY section
// 5AM
80 74 70   80 74 70   80 74 70   80 74 70   255 255 255  0 0 50          102 86 58    255 128 0          255 0 0     8.4    1.0      1.0        150     100    0        2000.0   100.0    1.0                70 27 10    0 0 0        50 43 36            056  038  000            120  127  79  192
// 6AM
90 90 90   90 90 90   90 90 90   90 90 90   255 255 255  40 100 240      209 167 168    255 128 0        255 128 0   8.4    1.0      0.9        140        100    0        2000.0   100.0    0.75            100 34 25    50 50 50    120 92 88            056  032  000            185 160 160 192
---end

// Extra Colour 9----------------------dirtring-------------------
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 10--------------Blood ring------------
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 11-----------------Hot ring
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
Edited by Marsi4eg

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McFadden0
4 hours ago, LaDiDa said:

NVM, I thought you were using OLA streammemory (which you should use). Instead you probably used fixed value streammemoryfix (probably 2048 which is the biggest value I know of, which only works with heavily modded SA, otherwise it causes that exact issue).

Can you drop me dl for OLA streammemory?

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john_wheelman
1 hour ago, Marsi4eg said:

In VC these files aren't similar (EXTRASUNNY lines 228 and 230 and some stadium values at lines 350, 353 and 356).

In 3 I've replaced original with PS2 one and hadn't saved original backup, so I have nothing to compare there.

 

They definitely have to be changed to PS2 ones though

 

PS2 VC:

----from EXTRASUNNY section
// 5AM
80 74 70   80 74 70   80 74 70   80 74 70   255 255 255  240 240 254      102 86 58    255 128 0          255 0 0     8.4    1.0      1.0        150     100    0        2000.0   100.0    1.0                70 27 10    0 0 0        50 43 36            056  038  000            120  127  79  192
// 6AM
90 90 90   90 90 90   90 90 90   90 90 90   255 255 255  240 247 240      209 167 168    255 128 0        255 128 0   8.4    1.0      0.9        140        100    0        2000.0   100.0    0.75            100 34 25    50 50 50    120 92 88            056  032  000            185 160 160 192
---end

// Extra Colour 9----------------------dirtring-------------------
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 10--------------Blood ring------------
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 11-----------------Hot ring
20 20 20    20 20 20    20 20 20    20 20 20    222 222 222        0 0 0            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192

 

PC VC:

----from EXTRASUNNY section
// 5AM
80 74 70   80 74 70   80 74 70   80 74 70   255 255 255  0 0 50          102 86 58    255 128 0          255 0 0     8.4    1.0      1.0        150     100    0        2000.0   100.0    1.0                70 27 10    0 0 0        50 43 36            056  038  000            120  127  79  192
// 6AM
90 90 90   90 90 90   90 90 90   90 90 90   255 255 255  40 100 240      209 167 168    255 128 0        255 128 0   8.4    1.0      0.9        140        100    0        2000.0   100.0    0.75            100 34 25    50 50 50    120 92 88            056  032  000            185 160 160 192
---end

// Extra Colour 9----------------------dirtring-------------------
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 10--------------Blood ring------------
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192
//
// Extra Colour 11-----------------Hot ring
20 20 20    20 20 20    20 20 20    20 20 20    1 1 1        1 1 1            05 05 05    255 255 0       5 0 0       1.0    1.0      1.0        200     100    0        2000.0     100.0    1.0                30 20 0        23 32 33    3 3 3             33  33  33            85  85  65  192

Ok, got it, thanks for the explanation. I'm wondering why don't R* just put the original console timecyc to the PC port by default instead of writing new one with bugs, like PC SA? Are there some incompatibilty issues with unmodded clean PC game or what?

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LaDiDa
8 hours ago, McFadden0 said:

Can you drop me dl for OLA streammemory?

Just get it from here.

In III.VC.SA.LimitAdjuster.ini set MemoryAvailable to 512 instead of 30%. That should fix the issue with a moderate amount of mods active, if not try increasing it in steps of 64 or so.

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Dominik_
Posted (edited)

In Fact VC is the other way around VC PC timecycle is bit better then the PS2 and it has fixed weird weather color in one point, and no it doesn't have any issues like SA PC one. Oh.. and III PC/PS2 timecycle is the same.

Edited by Dominik_

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McFadden0
15 hours ago, LaDiDa said:

Just get it from here.

In III.VC.SA.LimitAdjuster.ini set MemoryAvailable to 512 instead of 30%. That should fix the issue with a moderate amount of mods active, if not try increasing it in steps of 64 or so.

Alright I have fixed it by downloading Skygfx feature from here but I am experiencing massive fps drops now, I have like 20-25 fps, I have tried every single resolution, only 800x600 and below works fine.

I thought PS2 does not really affect FPS that much, is this right or is there any chance I have messed something up?

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LaDiDa
3 hours ago, McFadden0 said:

Alright I have fixed it by downloading Skygfx feature from here but I am experiencing massive fps drops now, I have like 20-25 fps, I have tried every single resolution, only 800x600 and below works fine.

I thought PS2 does not really affect FPS that much, is this right or is there any chance I have messed something up?

PS2 like behaviour is very CPU intensive. However this shouldn't matter too much if you run anything recent. Also dynamic "3D" shadows suck up a lot of GPU resources in certain parts of the map.

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