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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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about the missing parked cars, afaik the spawn points in red county were missing on PC, and I added them back some time ago

 

maybe there are more missing, the ideal scenario would be comparing all pc and ps2 binary ipl's, but considering the tools for that are everything but intuitive, this "simple" comparison would take more time than you think

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Why compare? My map converter converts the whole PS2 map to PC, but I never checked if there are different car spawn points.

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:lol: After mixing PS2\XBOX\Mobile versions, dont forget to port "Stories" XD

ur2late pleb

port dildo chainsaw to stories pls!

 

HAHA.

 

Hey Hero check your PM.

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Updated SA SkyGfx:

 

- Implemented your separate grass dual pass toggle now, Reyks ;)

- Tried to fix reflection bug again. I think it could work even though I never had it.

 

EDIT: I'm reminiscing a bit, the beginnings of what is now SkyGfx are a little older than a year now. It all started with this email I sent to Dexx on 19.8.2014:

 

 

Hi DexX,

(I'm 'THE HERO' on gtaforums, 11 year old me chose that stupid name)

after a year or so I'm again trying to figure out GTA internals :) I just found out how the PS2 version of San Andreas post processes the rendered image (or at least I'm extremely close, it's hard to tell since pcsx2 doesn't render it correctly) and I would love to make this available in the PC version. I've implemented it in the fragment shader of my map viewer and it looks great (I found the formula heuristically BTW, by modifying the timecyc.dat over and over again, building ISOs and booting them in pcsx2; a tedious process): https://github.com/aap/gtatools/blob/master/shader/gtaPipe.frag#L33. Here are some screens from the beginning of the game for comparison: http://aap.papnet.eu/gta/sa_fx/ I don't know what's with the ghost image pcsx2 renders above the frame. It's the top left quater of the frame, but I don't know in what way it is put on top of the existing frame or what the real PS2 does.

 

For the calculation the RGBA1/2 values from the timecyc.dat are used which I hope are read also in the PC version (perhaps for the PC post processing effect?), but the important thing is that the alpha values are PS2 alphas (so 128 is opaque) and the first one doesn't seem to be used at all.

 

So if you have an idea how to make this work on the PC version, that would be very cool, the colors are just so much nicer with this effect. One would have to get rid of the PC post processing effect first, I think, and then write code which can do this calculation. Does SA use shaders? Perhaps one could modify the pixel shader?

I hope you can still help me :)

 

And a little while later...

 

 

> Check out this thread on gtaf:

> http://gtaforums.com/topic/741021-recreating-ps2-atmosphere-ive-found-logic-coders-needed/

 

Haha, we're way ahead of them. I'm replying right now, can I post the source code you gave me?

 

 

It's really amazing what has happend since then... (and how little I knew back then :D)

Edited by The Hero
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- Implemented your separate grass dual pass toggle now, Reyks ;)

Thank you so much sir! :D

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jYzLR2j.png

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hey is it possible to disable the effect (i marked here red in the screen, lamppost, palm & hydra)?

 

kGgjSjE.jpg

 

 

that effect that looks like i use "wrong glasses" for my eyes :/ makes me headache after few minutes ingame. rest of the mod i like !

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hey is it possible to disable the effect (i marked here red in the screen, lamppost, palm & hydra)?

 

that effect that looks like i use "wrong glasses" for my eyes :/ makes me headache after few minutes ingame. rest of the mod i like !

Replace your settings with these near the end of the .ini file:

; overrides blur offset from stream.ini (comment out to use values from stream.ini);  to disable blur set these to 0blurLeft=   0blurTop=    0blurRight=  0blurBottom= 0; scales blur, radiosity and VCS trails offsets from 640x480 to current resolution (default 1)scaleOffsets=0; enables or disables radiosity (when commented out uses pe_bRadiosity from stream.ini)doRadiosity=1; how often the frame will be downsampled (dimensions are halved each time) (default 2);   for VCS trails this is interpreted as a boolean whether to downscale or notradiosityFilterPasses=0; how often the radiosity effect will be applied to the frame (default 1)radiosityRenderPasses=1; limit for highlights, hardly ever used (default 220)radiosityIntensityLimit=220; multiplier for radiosity intensity (default 35)radiosityIntensity=35; how much the effect will be stretched out to the upper left (default 2);   when u=0, no offset for VCS trailsradiosityFilterUCorrection=0radiosityFilterVCorrection=0

This will disable all the blur effects.

  • Like 3

jYzLR2j.png

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Hey Hero, I found a little differences on the grass of the PS2 version back in 2013, I think now is fixable with your ASI (probably...).


Here is, that kind of plant, in PC is not present in whole Flint County only in a few places (almost nothing) while in PS2 is in a lot of places around (I don't know if is present in other places of the map, e.g. Red County, etc.). And that rocks (blue circle) is not present on PC while in PS2 is in a lot of places again, also they are destroyable with a vehicle (e.g. Monster truck). Can you take a look into this?.

 


M2xloOi.jpg

qybQOxr.jpg

R3t1WTQ.jpg

 


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Hey Hero, I found a little differences on the grass of the PS2 version back in 2013, I think now is fixable with your ASI (probably...).

 

Here is, that kind of plant, in PC is not present in whole Flint County only in a few places (almost nothing) while in PS2 is in a lot of places around (I don't know if is present in other places of the map, e.g. Red County, etc.). And that rocks (blue circle) is not present on PC while in PS2 is in a lot of places again, also they are destroyable with a vehicle (e.g. Monster truck). Can you take a look into this?.

 

 

M2xloOi.jpg

qybQOxr.jpg

R3t1WTQ.jpg

 

 

Hm...maybe another broken rand() again? ...

 

 

Yet another alpha bug:

 

IoQtFev.png

 

What should I be seeing here? Edited by The Hero
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IMO, at this point SkyGfx is almost in "Release To Manufacturing" state. Missing ped paths, prostitute audios, termal vision, it's all the little things. Wonderful job The Hero, you make people happy ))

P.S. New separate grass dual pass - what is this ? Can anybody make comparison screens ?

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Look at the difference in high grass, like on farms. You'll see some issues without the dual pass, grass in the background being drawn over grass in the foreground. I'm too lazy to make screenshots...some were posted a while back in this topic (or maybe the grass-topic?), maybe you can find them.

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Igor Bogdanoff

 

Hey Hero, I found a little differences on the grass of the PS2 version back in 2013, I think now is fixable with your ASI (probably...).

 

Here is, that kind of plant, in PC is not present in whole Flint County only in a few places (almost nothing) while in PS2 is in a lot of places around (I don't know if is present in other places of the map, e.g. Red County, etc.). And that rocks (blue circle) is not present on PC while in PS2 is in a lot of places again, also they are destroyable with a vehicle (e.g. Monster truck). Can you take a look into this?.

 

 

M2xloOi.jpg

qybQOxr.jpg

R3t1WTQ.jpg

 

 

Hm...maybe another broken rand() again? ...

 

Yet another alpha bug:

 

IoQtFev.png

 

What should I be seeing here?

 

The rocket aimer is transparent on ps2

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Oh there's also the cutscene shadows and stuff still using the original PC version dynamic shadows, not such a big deal but I thought I would mention it.

 

EDIT: Btw this water sparkly thing from VC is still present in the SA effectsPC.txd file, so maybe it can be re-enabled somehow, or even ported to SA?

 

(pic not by me)

y2t7L87.jpg

 

4iM9B0R.png

Edited by Reyks
  • Like 3

jYzLR2j.png

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Oh there's also the cutscene shadows and stuff still using the original PC version dynamic shadows, not such a big deal but I thought I would mention it.

 

EDIT: Btw this water sparkly thing from VC is still present in the SA effectsPC.txd file, so maybe it can be re-enabled somehow, or even ported to SA?

 

(pic not by me)

y2t7L87.jpg

 

4iM9B0R.png

Dynamic shadows have been done already.

Check out Maxorator.

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Igor Bogdanoff

I think he is talking about San Andreas ;)

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I think he means the opposite, the game has dynamic shadows instead of static ones.

Edited by The Hero
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Igor Bogdanoff

Hero i think exploded golden car bug is fixed, can anone confirm too?

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Do you mean golden car bug or exploded specular bug? I haven't seen either of them but the golden car bug hasn't been mentioned in a long time. The specular bug should be indeed be fixed now, I don't see how it could still be there.

Edited by The Hero
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Igor Bogdanoff

Exploded specular bug.

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I think he is talking about San Andreas ;)

I think he means the opposite, the game has dynamic shadows instead of static ones.

Yep I was talking about SA :p

 

Hero i think exploded golden car bug is fixed, can anone confirm too?

You're right! Finally no need to use that SAMP script anymore :D (thanks again The_Hero)

 

lap0Pp5.png

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jYzLR2j.png

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Hero, since you like to tweak graphics, you maybe want to look into this. But it's not a PS2 feature or something, so maybe you won't. I don't know, anyway...

 

 

I can take a screenshot now, but this image should explain

 

screen-1.jpg

 

The hard edges example is common in 3D era games, like foggy weathers, it's somewhat possible to implement a softer effect?

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Igor Bogdanoff

If noone has the golden car bug maybe you can strike that too. Btw. i went to disco with latest skygfx. Never knew how beautiful it's suppose to be

edit: also i tried to find the bug in this topic but didn't found post with pic.

Edited by Tomasak
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I think he is talking about San Andreas ;)

I think he means the opposite, the game has dynamic shadows instead of static ones.

Yep I was talking about SA :p

 

GTA SA on PC has dynamic shadows by default, with no mods......

Edited by Alpha Ice
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Igor Bogdanoff

And he is talking about bug in skygfx that doesn't disable dynamic shadow in cutscenes when disableHQShadows = 1

Edited by Tomasak
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Full thing goes: GTA SA on PC, unlike PS2, uses dynamic shadows, so in order to restore PS2 look, SkyGFX disables HQ shadows, but it seems that during cutscenes the dynamic shadows are still used.

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