Braindawg Posted March 27, 2016 Share Posted March 27, 2016 (edited) "Dithering is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the video encoders that the system uses." -From Emulation General Wiki http://emulation-general.wikia.com/wiki/Dithering In GTA IV, GTA V, (Possibly even Red Dead Redemption and Max Payne 3) Rockstar uses dithering to "cover up" LOD (Low on detail) pop ins. The normal model is only drawn from up close, if you're far enough, the lower detail models will start replacing the normal model, until it completely dissapears. THE DITHERING EFFECT apparently "helps" cover up the transition of these models being drawn. Dithering is also used in edges of transparent textures. GTA IV: Pretty much any texture with an alpha(transparency channel) That includes: Hair Chain link fences Trees Bushes Nets LOD Models for props Peds appear to pop in without any dithering GTA V: Hair and beards Online chains Earrings Some shrubbery LOD models over all. Some transparent textures Expert photoshop example (Will post screenshots and videos eventually) Ingame examples: GTA V just seems to be a graphical mystery because this effect doesn't always appear. The transition either appears to be smooth and unnoticed, or horribly pixelated and distracting. It reminds me of FXAA to an extent, it seems to work on some parts of the screen, but some edges still seem a bit jagged. IN THEORY: The dithering effect is just a texture like in GTA IV, that can be found and replaces with a smoother one. Check out this good example by DexX for GTA IV: DOWNLOAD: http://www.gtagarage.com/mods/show.php?id=5721 I am sad to say I've spent about 5 hours looking through the GTA V files and I am sad to say that the dithering or stipple effect adapted from GTA IV is present in the game, and is not complicated to get rid of, if it works the same way it does in GTA IV, and it most likely does. The file is located in GTA IV/PC/Textures in GTA IV, however I cannot find the file anywhere within the GTA V archives! The dither effect does NOT change after altering the following files: x64a.rpf/textures/: depdensity.ytd -> all textures graphics.ytd -> shadowdither skydome.ytd -> dither And is most likely not located within that archive. I've been searching through everything else with no luck. If anyone else finds a file called: dither, dithering, stripple, dith and so on... please post the path! Edited March 27, 2016 by Braindawg Demysted, cctcat70, NightmanCometh96 and 1 other 4 Link to comment Share on other sites More sharing options...
_CP_ Posted March 28, 2016 Share Posted March 28, 2016 Path is: GTA5.exe Link to comment Share on other sites More sharing options...
Braindawg Posted March 29, 2016 Author Share Posted March 29, 2016 (edited) Umm, care to elaborate? Edited March 29, 2016 by Braindawg Link to comment Share on other sites More sharing options...
_CP_ Posted March 29, 2016 Share Posted March 29, 2016 Dither texture is embeeded in exexutable file, and we can't change it. Link to comment Share on other sites More sharing options...
Mr.Arrow Posted March 29, 2016 Share Posted March 29, 2016 (edited) Umm, care to elaborate? It's hardcoded.You can't manipulate it if the thing is stored in exe.Unlike a data file,an executable file cannot be read because it has been compiled. Edited March 29, 2016 by Mr.Arrow Link to comment Share on other sites More sharing options...
Braindawg Posted March 29, 2016 Author Share Posted March 29, 2016 Dither texture is embeeded in exexutable file, and we can't change it. I was actually hoping for an explanation on how you found that out, not doubting your knowlage condicering uve made one of my fave mods for GTAV but sh*t... Is there really nothing we can do? Link to comment Share on other sites More sharing options...
_CP_ Posted March 29, 2016 Share Posted March 29, 2016 Ask Alexander Blade or NTAuthority, they are more knowledgeable. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
Braindawg Posted March 29, 2016 Author Share Posted March 29, 2016 (edited) wait so CAN you actually confirm it's embedded into the exe? or is it just speculation? Again you didn't rly explain on HOW YOU FOUND THAT OUT. C++ expert coding language from NTA or Blade will sound like japanese to me. Edited March 29, 2016 by Braindawg Link to comment Share on other sites More sharing options...
_CP_ Posted March 29, 2016 Share Posted March 29, 2016 I didn't find any of dither textures related to LOD models, so it must be in EXE. Link to comment Share on other sites More sharing options...
Braindawg Posted March 31, 2016 Author Share Posted March 31, 2016 (edited) Well guess again, because im certain Rockstar is lazy enough to keep the dithering effect somewhere. The COMMAND to dither the objects is there. But if we change the texture to a smoother one, it will remove the unwanted pixels and "grain". We must continue this research and find this texture or textures and change them to see the effect. If you want a good example, download DexX's IV example and play around with the file. If the transition can't be smooth enough, we can at least disguise it enough for the game not to look pixely. Edited March 31, 2016 by Braindawg Link to comment Share on other sites More sharing options...
BS_BlackScout Posted April 9, 2016 Share Posted April 9, 2016 I think I might have found the stipple texture used in V. *In the wrong place I guess* It probably won't fix anything, looks more like a leftover and it's hidden in the middle of random sh*t. Agem and NightmanCometh96 2 Link to comment Share on other sites More sharing options...
Spider-Vice Posted April 9, 2016 Share Posted April 9, 2016 That looks like it's for a specific texture, not for everything. it's a dithering pattern for that texture. Link to comment Share on other sites More sharing options...
Braindawg Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) AAAAAAAA where did you find that?! R* has a habit of leaving files "hidden" or "misplaced". Who knows? Editing this texture and checking if it changes anything is worth a try. Edited April 10, 2016 by Braindawg Link to comment Share on other sites More sharing options...
_CP_ Posted April 10, 2016 Share Posted April 10, 2016 txstipple is copied several times in texture archives, it's related to fur grass. NightmanCometh96, Spider-Vice and BS_BlackScout 3 Link to comment Share on other sites More sharing options...
Braindawg Posted April 10, 2016 Author Share Posted April 10, 2016 Can anyone post a few paths to locate copies of this file? Link to comment Share on other sites More sharing options...
_CP_ Posted April 10, 2016 Share Posted April 10, 2016 (edited) x64i.rpf\levels\gta5\_citye\downtown_01\dt1_06.rpf\dt1_06_grnd.ytd x64a.rpf\textures\plantsmgr.ytd Edited April 10, 2016 by _CP_ Link to comment Share on other sites More sharing options...
Braindawg Posted April 11, 2016 Author Share Posted April 11, 2016 (edited) f*ckin hell the function has to be assigned to a texture like in IV, i'd be surprised, and disappointed if R* actually changed that Q_Q i must continue searching.... edited a few of those copies, nothing... Edited April 11, 2016 by Braindawg Link to comment Share on other sites More sharing options...
_CP_ Posted April 12, 2016 Share Posted April 12, 2016 Works on fur grass: HeySlickThatsMe, Igor Bogdanoff, BS_BlackScout and 1 other 4 Link to comment Share on other sites More sharing options...
AHK1221 Posted April 12, 2016 Share Posted April 12, 2016 I just want to say, LOD DOES NOT MEAN LOW ON DETAIL FOR GODS SAKE!!! It means level of detail...... Link to comment Share on other sites More sharing options...
AHK1221 Posted April 12, 2016 Share Posted April 12, 2016 Umm, care to elaborate? It's hardcoded.You can't manipulate it if the thing is stored in exe.Unlike a data file,an executable file cannot be read because it has been compiled. Well, cracks do the same thing. You can decompile the file edit the texture and recompile it(in theory). It's clearly possible, a term for it called Reverse-engineering. but you'll get banned. Ask AB or NTA, those WILL know how to do it, if the file is really located in the .exe Link to comment Share on other sites More sharing options...
_CP_ Posted April 12, 2016 Share Posted April 12, 2016 Claude_Lib, BS_BlackScout, Braindawg and 1 other 4 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted April 12, 2016 Share Posted April 12, 2016 Whoa , awesome, it's something! Link to comment Share on other sites More sharing options...
Claude_Lib Posted April 13, 2016 Share Posted April 13, 2016 Wow, that's cool. How did you achieve that? Manually replacing every single stipple texture in the arcives, I guess? Link to comment Share on other sites More sharing options...
_CP_ Posted April 13, 2016 Share Posted April 13, 2016 Michael's fur grass has stipple texture and fix works only here, we have to find all locations of stipple in texture archives. Link to comment Share on other sites More sharing options...
BS_BlackScout Posted April 13, 2016 Share Posted April 13, 2016 Michael's fur grass has stipple texture and fix works only here, we have to find all locations of stipple in texture archives. If only we had some way to find textures inside YTD's by searching them... :S Link to comment Share on other sites More sharing options...
Braindawg Posted April 14, 2016 Author Share Posted April 14, 2016 So theyve made copies of one file to represent certain parts of the map or at least the grass on it? the f*ck... why not have one texture triggered for ALL pop in and alpha effects like in IV -_- So... maybe there are appropriate stripple textures in charge of hair and maybe even lod models... might give up my weekend to go through the entire gta v file library LOL Link to comment Share on other sites More sharing options...
_CP_ Posted April 22, 2016 Share Posted April 22, 2016 (edited) x64g.rpf\levels\gta5\generic\gtxd.rpf\globalfurgrass.ytdOf course it doesn't remove all problems with grass, but most of them should disappear.Another txstipple references:x64a.rpf\textures\plantsmgr.ytdx64i.rpf\levels\gta5\_citye\downtown_01\dt1_06.rpf\dt1_06_grnd.ytd x64k.rpf\levels\gta5\_citye\scentral_01\sc1_27.rpf\sc1_27_grnd.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_05.rpf\bh1_05.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_06.rpf\bh1_06.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_40.rpf\bh1_40_hotel.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_42b.rpf\bh1_42b_park.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_48.rpf\bh1_48.ytdx64l.rpf\levels\gta5\_cityw\beverly_01\bh1_rd.rpf\bh1_rd2.ytdx64l.rpf\levels\gta5\_cityw\airport_01\ap1_04.rpf\ap1_04_ground.ytd x64m.rpf\levels\gta5\_cityw\santamon_01\sm_07.rpf\sm_07_grnd.ytdx64m.rpf\levels\gta5\_cityw\santamon_01\sm_13.rpf\sm_13_grnd.ytd\x64m.rpf\levels\gta5\_cityw\santamon_01\sm_17.rpf\sm_17ground.ytd Edited April 23, 2016 by _CP_ BS_BlackScout and Igor Bogdanoff 2 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted January 5, 2017 Share Posted January 5, 2017 I think they use something related to that: https://en.wikipedia.org/wiki/Perlin_noise Unsure, I was just lurking around strings and found this next to dither sh*t Link to comment Share on other sites More sharing options...
BS_BlackScout Posted January 22, 2018 Share Posted January 22, 2018 (edited) Bump. Double-Post needed. Achieved thanks to Codewalker and robi29's code posted on http://gtaforums.com/topic/882840-codewalker-3d-map-viewer-for-gtav/page-8?do=findComment&comment=1070057834And also the graphical study made by Adrian Courrèges: http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/@_CP_ You and robi29 should investigate default.fxc (and the other default shaders too) if you want to remove dithering.Look for Subsample Alpha.Try messing with: dp2 r1.y, v0.xyxx, l(0.5, 0.5, 0.0, 0.0) // Dot product of the pixel's (x,y) with (0.5, 0.5)frc r1.y, r1.y // Keeps only the fractional part: always 0.0 or 0.5lt r1.y, r1.y, l(0.5) // Test if the fractional part is smaller than 0.5 I changed all those 0.5s to 1.0 but to be fair I think it can be tweaked a little better.Also, some of the tree shaders feature this bit of code. It's worth taking a look too.UPDATE:I have achieved better results changing some other stuff. As of now that snippet is more like: dp2 r1.x, v0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)frc r1.x, r1.xlt r1.x, r1.x, l(1.000000)lt r1.y, r0.w, l(0.250000) UPDATE2: Alternatively, there is another way that seems to yield better results and less issues. dp2 r1.x, v0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)frc r1.x, r1.xlt r1.x, r1.x, l(0.500000) // This value from what I've tested didn't do much.lt r1.y, r0.w, l(0.000000) // This value makes the biggest difference. Compared to the previous one:I mean, it's looking like a f*cking cone. I don't know. Edited January 25, 2018 by BlackScout Claude_Lib, Igor Bogdanoff, NightmanCometh96 and 6 others 9 Link to comment Share on other sites More sharing options...
robi29 Posted January 25, 2018 Share Posted January 25, 2018 The result visible on the last screen on the left is very nice, but does not it break anti-aliasing? Link to comment Share on other sites More sharing options...
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