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[III|VC|SA] Screenshots and Other Media


Marty McFly
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  • Marty McFly

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  • SanAndreasModding

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  • XMakarusX

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@Marty McFly I want to enter ENB list
It is GTA San Andreas not GTA V
NVIDIA ENB + ReShade Released
No mods no textures no vegetation nothing just clean original game
grand-theft-auto-san-andreas-02-04-2016-

 

grand-theft-auto-san-andreas-02-04-2016-

 

NVIDIA ENB
1.0

2.0

 


Best Reflections

Edited by Abby Radke
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Die.

 

 

1.jpg

 

Edited by Abby Radke
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@Abby Radke

Very realistic m8, 100/10

For a moment I thought that it's GTA V... we know very well what game it is

 

On-topic:

22rbYwP.jpg4kMl3sf.jpg

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It is GTA San Andreas not GTA V
NVIDIA ENB + ReShade Released
No mods no textures no vegetation nothing just clean original game
grand-theft-auto-san-andreas-02-05-2016-

grand-theft-auto-san-andreas-02-05-2016-

 

NVIDIA ENB

3.0

 

 

Best Reflections

Edited by Abby Radke
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Abby Radke, sorry but I abandoned that ENB list thing - you are the first one who actually responded to it so nvm.

 

And integrating the ReShade Framework with no credits whatsoever in your ENB is against its distribution regulations. Read more here. Also ReShade itself has its own EULA which can be found in the download package of the Framework.

Edited by Marty McFly
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@Marty McFly

 

Thank you

I always write credits for ReShade and ENB

Check RRE, I just forgot to write it in NVIDIA ENB I will edit it and write all credits.

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SA_DirectX: Update lighting. Testing shader on mod ViSA(p.s. It's GTA SA! Not GTA V):

 

0_14c015_6fbddc20_XL.jpg

0_14c017_7aeb1368_XL.jpg

0_14c016_569d9c49_XL.jpg

0_14c018_3bf1e4c1_XL.jpg

Edited by XMakarusX
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SA_DirectX: Update lighting. Testing shader on mod ViSA(p.s. It's GTA SA! Not GTA V):

 

0_14c015_6fbddc20_XL.jpg

0_14c017_7aeb1368_XL.jpg

0_14c016_569d9c49_XL.jpg

0_14c018_3bf1e4c1_XL.jpg

WOOOOOOOOOOOOOOOOOOOOOOWWWWW!!!!!! Will you release it someday?

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this NVIDIA ENB crashes my game,removed all mods i have,still crashed,tried with clean version same thing.

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this NVIDIA ENB crashes my game,removed all mods i have,still crashed,tried with clean version same thing.

Some users face some problems with ENB 0.248 and ReShade to work on their PCs

 

Even with clean original game, Btw NVIDIA ENB contains just ENB and ReShade files, there nothing to crash your game.

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this NVIDIA ENB crashes my game,removed all mods i have,still crashed,tried with clean version same thing.

Some users face some problems with ENB 0.248 and ReShade to work on their PCs

 

Even with clean original game, Btw NVIDIA ENB contains just ENB and ReShade files, there nothing to crash your game.

Untrue, ENB can crash the game. Especially 0.248 on Windows 8+ (I know you use it on W10 without problems but the vast majority of people has issues on any OS after Windows 7). Also 0.248 is prone to crash with any crapware, AMD Overdrive, Xfire and so on. Heck, sometimes even Fraps can cause crashes. Edited by Marty McFly
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this NVIDIA ENB crashes my game,removed all mods i have,still crashed,tried with clean version same thing.

Some users face some problems with ENB 0.248 and ReShade to work on their PCs

 

Even with clean original game, Btw NVIDIA ENB contains just ENB and ReShade files, there nothing to crash your game.

Untrue, ENB can crash the game. Especially 0.248 on Windows 8+ (I know you use it on W10 without problems but the vast majority of people has issues on any OS after Windows 7). Also 0.248 is prone to crash with any crapware, AMD Overdrive, Xfire and so on. Heck, sometimes even Fraps can cause crashes.

 

 

I know I said this.

And I have windows 10 sometimes crash and sometimes work without even touching the game

Edited by Abby Radke
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Use Marty McFly W8/8.1 ENB 0.248 crash fix

 

Don't use 1.0, use 2.0 or 3.0 since I fixed ReShade + 0.248 Enb plugin for some AMD GPU/CPU users (I have no idea why crash on AMD sh*t).

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Just one from me, AO is progressing well. through some restructuring I could get rid of a whole pass and 1 render target texture as well as making the bilateral blur more precise.

In blender I compared it with raytraced Ambient Obscurance and it looks pretty much the same, though raytraced AO needs a couple of seconds to render a single frame and this AO here runs in realtime. I used a low normal map bias here and have no access to per pixel normals, hence the geometry lines on curved surfaces.

 

gta_sa2016-02-1015-56xiyej.png

Edited by Marty McFly
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Sometimes GTA SA is better than V, since there is no V without SA Grove Street Families story idea.

 

SA::Render Hotfix mod + Vibrant Realism mod

 

No mods no textures no vegetation nothing just clean original game​

 

grand-theft-auto-san-andreas-02-03-2016-

Edited by Abby Radke
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@ThePajlok

 

It's just car smoke

 

 

grand-theft-auto-san-andreas-02-19-2016-

 


Btw I spent hours editing AO shader.

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Be humble, you just edited the config values. And you managed to destroy the dynamic range.

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@Marty McFly

 

Yes, AO in McFX.cfg

 

At first I started to test changes of every value one by one and also with some Google search to understand somethings, I wanted to create special look for the game, but didn't look exactly like what in my mind.

 

And for "dynamic range" I managed to make the effect look good and strong for near objects which most looked at in the game while gameplay (player, cars).

@Marty McFly​

AO Effect Near/Far

Example:

grand-theft-auto-san-andreas-02-22-2016-03-46-23-08.png



You can see near on the road particles got strong AO and far particles just look normal

Thank you.

Edited by Raavi
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You know you can edit your posts right? No need to double/triple/quadruple post every time. And by "dynamic range" I mean "dynamic range", that has nothing to do with near/far objects.

Dynamic range is about the bit depth of any image. GTASA is engine-related an LDR game, means colours are handled internally in 8 bit per channel mode, means 0 to 255 for R G and B. ENB 0.248 forces HDR, high dynamic range. Means that internally, floating point numbers between the regular color values can be handled + also very very bright pixels, pixels that are hundreds of times brighter than FFFFFF white. That helps with color processing as manipulating colors usually gradually lowers effective dynamic range where due to repeated compression many input colors end up in the same output color so gradients look blocky. However, in the tonemapping, this HDR range (which no monitor can display) gets compressed into LDR color range, ideally without LDR artifacts.

 

Due to your very poor config (you keep saying it looks great and all but it's not looking good at all and no, this is no personal taste issue, be realistic), this happens:

 

ddhzpyf.jpg

 

As you can see, even the HDR format of ENB is not enough to produce a smooth gradient. That happens with excessive values in enbseries.ini and tonemapping, applying extreme contrast/exposure somewhere and reverting it somewhere else. Instead of releasing a sh*tload of ENB mods within days, better polish a single one for a while.

 

 

@Topic: tried some detail map sh*t, doesn't work so well yet :p

 

gta_sa2016-02-0700-51z8ong.png

Edited by Marty McFly
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