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GTAIV.EFLC.FusionShaders

Various shader fixes and improvements for GTA IV FusionFix.

Special thanks to my friends AssaultKifle47, robi29 and _CP_ for directly contributing fixes, to RaphaelK12 for fixes and for making a realtime shader editor, to Shvab for making RAGE Shader Editor, to ThirteenAG for implementing features we requested into FusionFix and to everyone else from the Fusion Team for their support.

General

  • Fixed z-fighting by implementing a logarithmic depth buffer
  • Fixed LOD pop-in
  • Removed unnecessary stippled transparency from hundreds of shaders
  • Added 256 tile stipple support

Lighting

  • Fixed volumetric light shafts occlusion
  • Ported console foliage translucency
  • Fixed orange glow under trees
  • Added tree vertex AO toggle
  • Fixed light dimming/pop-in

Shadows

  • Ported 1.0.4.0 shadow filter and improved its sample count
  • Improved night shadow filter
  • Fixed broken shadows following the player at high altitudes
  • Fixed broken shadows cast by finely detailed objects like fences
  • Added percentage closer soft shadows
  • Fixed disconnected shadows/peter panning and implemented slope scale depth bias
  • Reduced shadow cascade disparity
  • Slightly improved shadow fadeout
  • Fixed excessively strong vertex AO and static vehicle shadows
  • Added wind sway for tree shadows
  • Fixed improper water shadow stretching

Post processing

  • Added a mask for the dithering filter to only smooth out stippled objects instead of the whole screen
  • Fixed depth of field and bloom resolution scaling
  • Fixed excessively blurred screen compared to consoles
  • Ported console bloom and auto exposure
  • Fixed instantaneous auto exposure delay in some weathers
  • Fixed motion blur framerate scaling
  • Split depth of field and motion blur into dedicated settings
  • Fixed TLAD noise being affected by water quality and corrected its aspect ratio
  • Restored console gamma

Reflections

  • Fixed excessive wetness/specularity of various surfaces
  • Fixed blocky vehicle reflections
  • Reduced corona reflection intensity
  • Fixed anisotropic filtering affecting reflection intensity
  • Removed influence of vehicle.ide on vehicle reflection intensity
  • Increased global reflection intensity to match consoles
  • Fixed distorted mirror reflections at certain camera angles
  • Restored console mirror filter

Particles

  • Fixed particle seams/restored soft particles
  • Improved rain visibility
  • Fixed rain framerate scaling

Water

  • Fixed water texture tiling
  • Fixed textureless water on AMD graphics cards

Misc

  • Improved mirror depth/placement
  • Fixed invisible gta_emissivestrong lights like in the Rotterdam Tower
  • Improved window crossfade
  • Added lamppost on/off toggle support
  • Added optional opaque wires and bridge cables

Screenshots

pic1.png pic2.png pic3.png pic4.png pic5.png pic6.png treefx.png pcss.png amdwater.png cars.png depthbias.png depthbias2.png dof.png emissivestrong.png forwardstipple.png shadowfilter.png shadowseams.png softparticles.png vertexao.png volumetrics.png wetness.png

To-do:

  • Fix shore foam

gtaiv.eflc.fusionshaders's People

Contributors

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