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VisualV


_CP_
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Are motion blur timecycle setting and advanced motion blur script somehow related or are they totally independent? What is the difference between them? Do I have to install one in order to install another?

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"motionblur" modifier is related to our script.

HHnErXC.png


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Marty should be more knowledgeable about his MXAO, let's see his post.

HHnErXC.png


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RemixPL1994

MXAO has been released officially, therefore, will update a bind with it and VisualV?

I wonder if the version of Visual and released a new different stability / quality and performance fixes.

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Yeah I was wondering that too. Though he says the version of MXAO that is included with VisualV is specifically made for it, so who knows. That's why I'm wondering what graphics settings I should turn down instead of modifying the MXAO settings.

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Marty McFly

The MXAO that has been released on the forums lacks the linearize depth function for games like GTA V atm and only has small restructurement in the code, nothing substantial. For some reason fps on V drop really bad with any kind of shaders, I experience hardly any fps drop on GTASA with high settings but on GTA V, you enable small things (not even MXAO, fast thing like SMAA is enough) and 10-15 fps away.

TL;DR: no reason to use the MXAO on the forums, stick with the one in VisualV but you can always check the forums thread for the tuning knobs.

Edited by Marty McFly
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So, I was just thinking. When you use AMD soft shadows, it looks the best. It doesn't have the distance bug that Nvidia soft shadows have. When you turn on high resolution shadows, the AMD soft shadows look quite sharp.

 

So, maybe the AMD soft shadows + high resolution shadows is the ticket to a large shadow cascade along with shadows that are sharp near the casting object, and blur further away.

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TheAdmiester

So, I was just thinking. When you use AMD soft shadows, it looks the best. It doesn't have the distance bug that Nvidia soft shadows have. When you turn on high resolution shadows, the AMD soft shadows look quite sharp.

 

So, maybe the AMD soft shadows + high resolution shadows is the ticket to a large shadow cascade along with shadows that are sharp near the casting object, and blur further away.

AMD shadows look like total sh*t when they cast on curved surfaces. On interior view there's a constant blockiness moving over the dashboard as the shadows cast on it.

 

They also don't really have noticeable contact hardening like the NV ones. If you want nice looking shadows your best option is NVidia PCSS, but if you want long distance and decent shadows, just go with Softest.

Edited by TheAdmiester
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i got a few issues with this. First is that if i enable the radar, there's a 2x large than a radar rectangle that voids ReShade. Second is with this version of VisualV, MXAO starts to flicker no matter what

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So, I was just thinking. When you use AMD soft shadows, it looks the best. It doesn't have the distance bug that Nvidia soft shadows have. When you turn on high resolution shadows, the AMD soft shadows look quite sharp.

 

So, maybe the AMD soft shadows + high resolution shadows is the ticket to a large shadow cascade along with shadows that are sharp near the casting object, and blur further away.

AMD shadows look like total sh*t when they cast on curved surfaces. On interior view there's a constant blockiness moving over the dashboard as the shadows cast on it.

 

They also don't really have noticeable contact hardening like the NV ones. If you want nice looking shadows your best option is NVidia PCSS, but if you want long distance and decent shadows, just go with Softest.

 

I have to agree with you there. I'll say this. Nvidia is better for first person, AMD is better for third person. The blockiness look isn't as much of an issue in third person.

 

Perhaps someone could make a script which changes the shadow setting to Nvidia when in first person or in cut scenes, and AMD when you're playing in third person.

 

However, it would also be nice if we could edit the shaders so we have far away shadows rendering using ether soft, softer, or softest setting, while the up close shadows use Nvidia.

 

Also, we should test out a larger shadow cascade while using High Res shadows with AMD Soft Shadows. It is possible that the blurring effect may become more noticeable, but the pixelation in first person won't be present.

 

On a side note, is it possible to increase the amount that vegetation moves around during bad weather? In other games like Watch Dogs, Assassin's Creed IV Black Flag, Witcher III Wild Hunt, etc... it moves around a lot more than it does in GTA V.

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On a side note, is it possible to increase the amount that vegetation moves around during bad weather? In other games like Watch Dogs, Assassin's Creed IV Black Flag, Witcher III Wild Hunt, etc... it moves around a lot more than it does in GTA V.

Pretty sure that's what these are for:

 

branchbend_maxshadersetting.xml

<?xml version="1.0" encoding="UTF-8"?><CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_LOCALS>  <PivotHeight value="3.150000" />  <TrunkStiffnessAdjustLow value="2.000000" />  <TrunkStiffnessAdjustHigh value="9.060000" />  <PhaseStiffnessAdjustLow value="3.000000" />  <PhaseStiffnessAdjustHigh value="15.000000" />  <BasisWaves>    <Item>      <lowWind>        <freqAndAmp x="0.053000" y="0.020000" />      </lowWind>      <highWind>        <freqAndAmp x="0.043000" y="0.110000" />      </highWind>    </Item>    <Item>      <lowWind>        <freqAndAmp x="0.046000" y="0.019000" />      </lowWind>      <highWind>        <freqAndAmp x="0.028000" y="0.048000" />      </highWind>    </Item>    <Item>      <lowWind>        <freqAndAmp x="0.079000" y="0.012000" />      </lowWind>      <highWind>        <freqAndAmp x="0.010000" y="0.029000" />      </highWind>    </Item>  </BasisWaves></CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_LOCALS>

branchbend_sfxwindsettings.xml

<?xml version="1.0" encoding="UTF-8"?><CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_SFX_GLOBALS>  <SfxWindEvalModulationFreq x="0.100000" y="0.200000" z="0.300000" />  <SfxWindEvalModulationDisplacementAmp value="2.000000" />  <SfxWindValueModulationProportion value="0.500000" /></CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_SFX_GLOBALS>

branchbend_windsettings.xml

<?xml version="1.0" encoding="UTF-8"?><CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_GLOBALS>  <umLowWind value="0.000000" />  <umHighWind value="3.500000" />  <WindVariationRange value="0.268000" />  <WindVariationScales content="float_array">    1.000000	    0.862000	    0.754000	  </WindVariationScales>  <WindVariationBlendWaveFreq content="float_array">    0.123000	    0.074000	  </WindVariationBlendWaveFreq>  <WindSmoothChangeControlPointInterval value="0.500000" />  <WindSpeedSoftClamp value="20.000000" />  <WindSpeedSoftClampUnrestrictedProportion value="0.990000" />  <AlphaCardOnlyGlobalStiffness value="0.945000" /></CCustomShaderEffectTree__BRANCH_BEND_AND_TRI_WAVE_MICRO_MOVEMENTS_GLOBALS>

But I'll be damned if I know what any of them mean.

 

Speaking of vegetation, would be nice if we could get an increase on how far away grass spawns. As of right now its distance is pretty close where when you're driving around you can easily see the grass "popping up" from the ground as it loads/spawns.

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Hi, I'm currently working on heat haze effect with depth buffer. How it looks now:

 

XuQQl4Hl.jpg

 

Now there's hard task for me, but I'm certainly going to try. This task is drawing the effect slightly above the ground. I hope you can understand.

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I'm so sorry for double post, but I've just done something incredible:

 

VqvdzArl.jpg 5pSmgNnl.jpg

 

W13RH7ll.jpg KdYn0LRl.jpg

 

It requires ASI script.

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The heat haze effect looks ace, maybe a tad exaggerated, but cool nonetheless!

 

Btw., loving this mod, great work!

 

I do have the optional advanced blur asi installed and have recently run into an odd issue when flying in first person view:

 

enb2016_3_29_11_47_03pvsmr.jpg

 

Scripthook and asi loader are up to date, as is the game itself (patch 678). What can cause this issue?

 

One question to the VisualV mod itself, more precisely regarding the cloudy weather: can the settings for the clouds, in particular for the base (2D) cloud texture as shown below, be replaced with the vanilla settings for the clouds? If so, how can I do it?

 

vcrmnkdavs9z.png

 

Reason being that imho the clouds are a little bit too 'prominent' certainly not helped by the fact that the texture is comparably low-res, reminding of a carpet rather than a cloudy sky, thus I'd prefer the vanilla ones. Everything else is spot on.

 

Thanks in advance for any help

Edited by Gethema
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@Gethema

Go to weather files (w_*.xml) and use replace all parameters from <sky_cloud_gen_frequency> to <sky_small_cloud_density_bias> from orgininal files to VisualV ones.

 

Motion blur in first person is investigated by us, we're working to apply a fix.

HHnErXC.png


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@_CP_

Wow, that was a super fast answer, tyvm for the detailed info, much appreciated! :)

 

Also glad that you guys are already working on a fix for the motion blur, it really does make a difference I don't want to miss anymore.

 

Edit: edited weather files with lines copied over from vanilla weather work like a charm, thanks again!

Edited by Gethema
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RemixPL1994

Best mod graphic, keep up the good.

 

xh1DVCA.jpg?2

Edited by Remix1994PL
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-removed-

Edited by _CP_

HHnErXC.png


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CP, have you found out the dithering system used in V? It is ridicolous R* still have not fixed that sh*t since 2008

and GTAV has the worst grass grid. I haven't the grid problem but after changing the shadow from NVIDIA PCHS to Sharp

and trying some MSAA, grid has been appearing since then. Changed the settings back to before the changes made, still the grid.

 

IMO R* really needs to get rid of RAGE.

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Dither texture is probably included in EXE file, so any modification of it is impossible.

HHnErXC.png


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Most terrible, mental retarded and gay decision by R* to hide the dither texture inside the EXE...

 

Alright, have to live with their bullsh*t then.

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Can somebody please tell me which lines (in what file(s)) I'd have to modify to alter the contrast/color of the lighting at dusk and dawn, particularly in sunny weather conditions (without having to use ReShade)?

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RemixPL1994

Hello, I have a question - how can I set the camera while driving a truck that it is above and beyond? There are some mod?

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Hello, I have a question - how can I set the camera while driving a truck that it is above and beyond? There are some mod?

Check the section Camera in the settings of your game.

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RemixPL1994

Unfortunately, I do not see the option in the game settings can zoom out the camera behind the vehicle.

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By default you should be able to use "V" to cycle through the camera distances, and first person mode.

In the camera options, there should be an option called "Vehicle Camera Height" or something that you can switch between Low and High, which will move the camera so you can see in front of the vehicle a bit better.

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Most terrible, mental retarded and gay decision by R* to hide the dither texture inside the EXE...

 

Alright, have to live with their bullsh*t then.

 

Their dither texture is good enough.

That's how it looks like :

 

zVsb7e5.jpg

Dimensions are 64x64, loaded with point filtering

Their alpha stuff is pretty good compared to most games.

Yes, you could try another kind of dither but noise dither fits more in a game with a lot of detailed textures

It looks more natural than a grid or diagonal lines or whatever.

 

Alpha is a FPS killer on many games, snow, etc. it's not that easy to have tons of alpha and get it fast on some situations.

Edited by icelaglace
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