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TheAdmiester

I have a suggestion.

 

GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.

ylRh423.jpg

 

Is there any way you could make this motion blur work even when the camera isn't being moved?

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Okay, there is one, small step for the greatness of VisualV, get rid of awful shadow cascade box:

 

PIC REMOVED

 

I have a suggestion.

 

GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.

[pic]

 

Is there any way you could make this motion blur work even when the camera isn't being moved?

I'll try to do something with that. Edited by _CP_
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nkjellman

Okay, there is one, small step for the greatness of VisualV, get rid of awful shadow cascade box:

MK2kasoh.png

 

 

I have a suggestion.

 

GTA V has some absolutely beautiful motion blur, but it only works if you hold the camera away from the default position.

[pic]

 

Is there any way you could make this motion blur work even when the camera isn't being moved?

I'll try to do something with that.

 

NICE! Another Rockstar mistake corrected.

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shadows in reality are not sharp. the farther shadow casting object is from the ground the blurrier the shadow.

the PCSS tech shows exactly how shadows behave. making shadows sharp is the opposite of making it realistic.

but to each his own and if ppl like computerized shadows in games than they should be able to get it :)

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Marty McFly

shadows in reality are not sharp. the farther shadow casting object is from the ground the blurrier the shadow.

the PCSS tech shows exactly how shadows behave. making shadows sharp is the opposite of making it realistic.

but to each his own and if ppl like computerized shadows in games than they should be able to get it :)

 

That's because the light casting object (the sun) is no point light but an area, the blur diameter is determined by the parallax of the rays coming from the opposite sides of the light area, the sun diameter. Implementing this will be very hard. SonicEther's shadows work that way but he has the source code of what he does, we have to patch existing compiled shaders. All these shadow smoothening techniques only try to cover the jaggyness caused by the lower resolution the shadows are rendered in, shadow anti aliasing, sort of. Except PCSS, which aims to simulate this blurring-more-the-farther-away-from-casting-object.

Edited by Marty McFly
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@El Dorado

 

Seems to be more complicated than I thought. It's controllable by something more (modifiers/visualsettings/f*cked up shader?).

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Timecycle modifiers uses it so often, find it there.

Edit.
Quick video of switching characters:
https://www.youtube.com/watch?v=NzrWSOfXUm4

- removed noise in transition camera
- removed DOF
- removed chromatic abberation

Edited by _CP_
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@ubtri

<fog_density> parametr is changing fog on the horizon.

 

 

is it good, fellas?

gw73JS7h.png

 

 

So edit the fog_density in all timecycle files? I just did for timecycle 1 & 2 and saw no difference.. Timecycle 3 & 4 are so f*ckin huge, I just need some confirmation before I waste hours trying haha! BTW I subbed to your youtube. I really appreciate your help!

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Should be more blue-ish imo. But good progress thus far!

We decided to give a little fog for extra sunny weather, you'll see it in other weathers, especially on smoggy weather, which is going to be changed too.

 

Small comparsion - extra sunny from VisualV and sunny weather from vanilla game:

rPcypJ4h.png

STDmZNnh.png

Edited by _CP_
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Last photo for today:

 

 

2Id9mQkh.png

 

 

Changes look great, but the one thing that bugs me is the image above. It looks too clean and somewhat ugly without any fog, perhaps it's the LOD's but I'm not sure. Edited by TJGM
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Last photo for today:

 

-snip-

 

Changes look great, but the one thing that bugs me is the image above. It looks too clean and somewhat ugly without any fog, perhaps it's the LOD's but I'm not sure.

 

Yes, I think it's because of LOD.

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