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What method does R* use to turn off DoF in TBoGT?


Magic_Al
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With Intel UHD Graphics 630 the highest settings I'm going to have are 720p 30–40 FPS so I want to lose the heavy DOF blur but have a softer look than I get with Definition on. How TBoGT looks with definition off is what I'd like across the board. I've tried modded rage_postfx.fxc shaders but they flip the same bits as Definition so that's also a little too harsh and flickery for 720p.

 

If you play with Definition off (blur on), TBoGT looks sharper than IV and TLAD because TBoGT disables depth-of-field blur. We get an identical look in IV and TLAD by zeroing out DOF lines in visualsettings.dat. But this isn't how TBoGT does it because visualsettings.dat has global effect including cutscenes and TBoGT still has DOF in cutscenes (which I want).

 

The two things I know affect DoF are visualsettings.dat which has global effect, and timecyclemodifiers.dat files which turn off DoF blur in interiors. TBoGT has a special modifier that turns off DoF for the exterior but where is it, how is it done? I want to use the same method in IV and TLAD to have 0-DOF static blur in gameplay without affecting DoF in cutscenes.

 

What if I dig into the original shader mod thread and try to make the feature combo no one asked for: near (full screen) blur on with mid and far blur off?

So what worked to get the TBoGT look in IV and TLAD, with DOF in cutscenes, was to edit the shader to keep near and mid blur but no far blur, then have these values in visualsettings.dat (all blur lines except DOFBlurMultiplier and cutscene to 0):

 

# Misc Values				
misc.DOFBlurMultiplier.HD	1			
misc.DOFBlurMultiplier.SD	0.5			
misc.Multiplier.heightStart	100			
misc.Multiplier.heightEnd	303
misc.Multiplier.farClipMultiplier	2.35
misc.Multiplier.nearFogMultiplier	0.5			
misc.3dMarkers.FrontLightIntensity	10.00		
misc.3dMarkers.frontLightExponent	32		
misc.coronas.WaterMultiplier	5		
misc.BloomIntensityClamp.HD	10		
misc.BloomIntensityClamp.SD	10.00		
misc.BloomIntensityClamp.SD.ps3	5.00		
misc.CrossPMultiplier.RimLight	0.70		
misc.CrossPMultiplier.GlobalEnvironmentReflection	1.00		
misc.CrossPMultiplier.Gamma	1.15		
misc.CrossPMultiplier.MidBlur	0.00		
misc.CrossPMultiplier.Farblur	0.00		
misc.CrossPMultiplier.SkyMultiplier	1.05		
misc.CrossPMultiplier.Desaturation 	1.29		
misc.HiDof.nearBlur	0		
misc.HiDof.midBlur	0.00		
misc.HiDof.farBlur	0.00		
misc.cutscene.nearBlurMin	0.2		
misc.HiDof.nearBlur	0.00		
misc.HiDof.midBlur	0.00		
misc.HiDof.farBlur	0		
misc.cutscene.nearBlurMin	0.2	

 

t5JKQQO.jpg

 

Along with this shader edit and visual settings I'm using a custom TLAD timecyc that increases saturation to 1.0 and converts color correction RGB values to grayscale of equal perceptual luminance.

 

So I can make my game look like I want but I don't know the answer to how TBoGT does this with an unmodified shader and almost the same visualsettings.dat as IV and TLAD.

Edited by Magic_Al
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