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amilmand

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#361   2018-07-23 11:56          
We found out what the issues were with Jfernando1's setup and I made an update to the corresponding files ("Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits) it was caused by an uninitialised variable. sad...
I also lowered the default value of the ambient on the overwritten materials I see that lot's of people find it surprising.
This new version has the shadow rendering overwritten aswell no actual change to the appearance just a technical challenge it can easily be disabled in the reshade menu.
I included a dynamic object detail hmm method in this release it lowers or raises the object detail in reference to a target fps and the current rendertime this is disabled by default, as it is intrusive (changes a game setting that gets preserved in the options file)

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#362   2018-07-23 13:46          
Looking really nice, i have just a few problems, red windows when the car is under lights (see pic below) and on the reshade menu i only see reflection settings and physics settings. AO, bloom, etc etc cant be adjusted

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#363   2018-07-23 14:26          
Franco, change it to the configuration mode. Then you can modify graphical settings.
Click on it for RP.


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amilmand

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#364   2018-07-23 16:25          
Franco:
AO, bloom, etc etc cant be adjusted
The setting you are looking for is in the ReflectionSettings named ReflectingAmbientMult I hope, if not there is a separate setting for spot lights (ReflectingSpotLightMult) and this is caused by the spot lights having their ambient set to a reddish color.
Configuration for the other stuff you are missing can be enabled by switching reshade into config mode in the Settings tab.


Added 58 minutes later:

(I'm leaving for holidays and wont be posting for a week)

This post was edited by amilmand (2018-07-23 17:23, 116 days ago)

Driftmonkey06370

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#365   2018-07-25 09:04          
HI Amilmand, love your SLRR its the best and the more stable ever seen, but i have an important question, even if your game dont have crash, i cant use the "EMULATED FFB STRENGTH" when you try to click on the slider the game crash with syntax error on a car, i know im maybe the only person who play SLRR with a G27 but i have a custom version of SLRR ( very bugged ) and i can have a very good physic *LINK* , do you have a fix for it please ?? :D Thanks for your work

PS : oh and if someone is interested, i've made some simple but good engine sound for the V10 Viper *LINK* and the Flat 6 porsche *LINK* it fit perfectly in your game because it replace the stock sound in engine folder, no need to add RPK or other things

This post was edited by Driftmonkey06370 (2018-07-25 16:11, 114 days ago)

Driftmonkey06370

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#366   2018-07-26 12:07          
My bad, the FFB works great when using ONLY the "REAL FFB STRENGHT" slider :)

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#367   2018-07-26 14:22          
Hello Amilmand, I love your work on SLRR, do you think its possible to make a skin loader? I mean exactly like your abstract paints mode, where you can apply a texture on the whole car, but instead, load specific textures for each car from its own folder/skins for example? This way whould be easier to create new skins externaly, apply them or switch betwen them... :)
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#368   2018-07-27 17:45          
some of them like the celica Castrol are available as paintjob, i have it :)

amilmand

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#369   2018-08-01 11:40          
Driftmonkey06370:
click on the slider the game crash with syntax error on a car,
Thank you!
Yes there was a command id collision in the options java (inherited form MWM so this is something that need fixing in every pack based on MWM) I corrected it and uploaded the new patch to the "Ever refreshing patchlink" for SlrrExhaustive.

Andy_Brazil:
make a skin loader [..] load specific textures for each car [..] new skins externaly
The main problem with this is that I regenerated the UVs for the cars added to the pack so making them externally would be quite hard as the reference skin is missing even if one was provided for the original mod and would not be that much help anyway because the UVs are continuous there are no "seams" in the generated coordinates so the resulting reference would not be understandable, and because I used a transformed (bent and scaled) sphere as the projecting hmm.. geometry, it is a bit warped so a straight line with constant width would neither appear straight nor constant in width on the actual 3D geometry (the car) and as a death blow the mapping from the 2D coordinates to the 3D surface is not a function: one point on the 2D texture could correspond to more than one 3D point on the 3D surface :/
But there is the original skin loading and saving functionality of the game with which you could create the desired skins (though) ingame using the decals :( thats the best we can do now

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#370   2018-08-04 16:25          
# amilmand : The main problem with this is that I regenerated the UVs for the cars... create the desired skins (though) ingame using the decals :( thats the best we can do now

Thanks for the answer!
The UVW Mapping is not a problem for me, because I'm creating a new game version, and I will do all the cars for this version so the 3D will be perfectly mapped, also well done mods with correct UVs and template can use this too, what I asked for is, Is it possible to make a code to load textures from a car's folder when entering the skins/abstract paint mode? Instead of loading them from the index in Gamelogic.java? Thats my problem, load skins from a current car folder, the rest I can handle... hehe :D
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- SLRR 2.4.0 (in progress...)

Workstation: Ryzen 5 1600x @4.0Ghz - 8GB RAM 2800Mhz - GTX 1070ti Strix

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#371   2018-08-04 21:00          
Ah I see there is a way to load any arbitrary texture from disk (in a proper format) the Decal is nothing more than a wrapper over the makeTexture function of the ResourceRef class so you can directly use it like:
ResourceRef texture = new Decal("MW_Mod\\Textures\\checkerd.png");
this in turn can be used with the Part.setTexture like
p.setTexture(texture.id());

But it would be better if you created a proper RPK entry for each texture because these dynamic resources will have a dynamic typeID (0xFFFF....) and I'm unsure what will happen if you try and save a part with such a texture it's not impossible it'll work but I have not tested this.
If you test this out and it works then I see no other potential problem with the implementation.

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#372   2018-08-08 06:51          
Hi amilmand. You've been doing great work with this patch and expansion. One thing I've noticed though is that your .exe compared to BB93's or LE(Light Edition's)gives me slower fps and things load slower. And I've tried different settings(Both in-game and in the Reshade file)and it makes little to no difference(and on the worse side). I was wondering if you could try to implement a memory fix like in BB93's or at least compare the two .exes(Unless there's already a setting that i missed.)

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#373   2018-08-08 10:19          
I have some further questions because performance is incomparably better with the mod on my end (and it is rightfully so I made a lot of fps/loading related modifications (I thought for the better))
Are you using the latest stuff?
Are you running the game with the provided Slrr_GI.exe?

What installation are you using? If its heavily modded and I cant recreate it try and install a clean LightEdition or BB's pack and apply the MWM version of "the bits" on it and see if it also happens with a clean setup
(to compare run the game with the Slrr_GI.exe a bit exit then rename the d3d9.dll to something else (NOT_d3d9.dll) and try it with the original exe the difference should be apparent)

As far as I can tell the exe in BB's pack only has the "application can handle large addresses" flag set and nothing else regarding memory which is set in the Slrr_GI.exe aswell (the game will crash at around 3.7GB of memory allocated) and there isn't really anything more to do
if you really struggle with memory consumption consider adjusting the cfg_mem_texture_max, cfg_mem_vertex_max (lowering them).
Do you know of anything else in BB's exe?

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#374   2018-08-08 11:05          
I’m using the latest version on BB93’s install and I don’t have that many mods installed. And I am using the .exe provided in the patch. I wouldn’t know anything else in BB’s .exe(that’s probably the only thing he’s done, but you’d have to ask him.) I’ll try to adjust the cfg mem tex and the vertex max.

Added 6 minutes later:

The only mod I have that would change graphics is the ambient lighting mod by gorgoil and lexotic08. But that shouldn’t be performance impacting

This post was edited by Porsche911man (2018-08-08 11:11, 100 days ago)
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amilmand

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#375   2018-08-08 11:31          
So just that we are on the same page BB's is this(?): LINK
Do you have a link for the "ambient lighting mod"? I don't know about that one.
So a clean install produces the issue aswell?

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#376   2018-08-08 12:07          
Yes. And the link to that other mod *LINK*

Added 24 minutes later:

And I did start over on the light edition. It seems like the same result. It seems like BB’s loads everything faster with nothing installed other than your mwm patch.

This post was edited by Porsche911man (2018-08-08 12:31, 100 days ago)
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amilmand

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#377   2018-08-08 14:16          
Been thinking about it and you can potentially experience longer loading times because the game does not unload objects in regard to frustum culling anymore and the initial position of the camera does affect the time the loading screen is up (if you have obscenely high draw distance this can be more noticeable)
but this is for good reason and it has great benefit regarding fps: here is a comparison video (we can see that the original (left) unloads objects(the car, buildings) and spends a lot of time reloading them when they eventually get into the view frustum which results in atrocious fps:



So we may account the longer loading times when loading tracks to the lack of frustum culling in other places though it may be another thing I recently added a (I think) erroneously missing present call on loading; the game previously did not call present only endscene when it was loading something but this should not have a noticeable impact though if you are playing the game on some higher resolution (>1080p) it may have an effect because previously the reshade did not post process these orphaned frames (ones with no present call) and now it does so the effects ofcourse take some additional time to render... (and this missing present call was the reason for frames rendered with no postprocessing on attaching or detaching a part to/from a car)

But alright let's find out if it's the fix with the present here is a version of the modified reshade with an option in the reflection settings (EnablePresentOnEndScene) try the game with it set to 0 if it goes back to normal (regarding the loading times).
LINK

For the fps issue can you record it perchance against the original? I find it quite surprising.

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#378   2018-08-08 14:37          
I'll do my best. If not, i'll at least give you a number comparison on stock vs with the reshade. And i'll do it on two different games with the same settings etc

Added 24 minutes later:

*LINK* with reshade and option"EnablePresentOnEndScene" set to 0
*LINK* without reshade. I couldn't get it layered over like you did(The fps for the one without Reshade was measured by Nvidia Control Panel.)

This post was edited by Porsche911man (2018-08-08 15:02, 100 days ago)
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amilmand

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#379   2018-08-08 15:52          
Thank you for the videos!
The fps measurement is thrown off with EnablePresentOnEndScene set to 0 because of the missing present calls I was aiming more for how the game feels with the two setups I don't think we can get reliable fps measurement in either setup. (the missing calls could confuse the measurement of nvidia aswell, if for example nvidia measures a longer ruining average and measure endscene-calls/seconds, this could account for the fps difference, reshade measures present-calls/seconds)
Unfortunately I don't think there is anything to be done (I'm working on some lighting related optimizations though which will ease the load on the cpu some maybe that'll help once I manage to find out how to track the creation of the damn lights...), naturally the game processes more with reshade active so the ~40 fps is believable with the enormous amount of draw calls the game operates with and the overhead of the render state parsing reshade does for the native shader overwrite.

If you find it actually feels choppy try it fullscreen vs windowed mode it does preform better in windowed mode for me (but this maybe irrelevant since the game is noticeably faster with reshade on my setup), or tone down on the effects (AmbientLight is a prime candidate to disable it is quite heavy) also I use a draw distance of 800 the fog is never further than this I found.

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#380   2018-08-08 16:00          
Alright. Thanks. That said though it felt and looked like it performed better with your modified reshade vs the other reshades, so maybe those settings should be improvised into the next patch(Unless they're already in the current patch.)
Anything worth doing is worth overdoing.
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#381   2018-08-22 00:54          
I updated the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits with the new general shader overwrite which handles lights much better and does technically reduce the load on the cpu as the game was calculating pervertex lighting for static scene objects on the cpu and it did operate with a lot of lights in some places (over 300 lights in downtown Valocity...) but I don't think this is noticeable fps-wise the inefficiencies are more prominent elsewhere (while digging deeper into Slrr I found that the drawing and the general mesh and texture manipulation is atrociously inefficient, for example the game keeps 3 copies of the lights in a scene (whose number can be as high as 300 which seems alright but these get copied over each frame if you are unlucky))

In the SlrrExhaustive patch I also (finally) included the sounds Driftmonkey (Youtube) sent me they are objectively better than the originals, he did a splendid job making them kudos to him for working on a version I could include, thanks!

The general shader overwrite is disabled by default in the SlrrExhasutiveBits downloads (reshade config, ReflectionSettings, OverWriteGeneralRendering == 0) because I couldn't test all modded tracks and there may be some incompatibilities though the ones I tested didn't have any (also this is a big change in visuals so it may be a little too intrusive)

Here are some comparison pictures(first the new look, second the old)

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#382   2018-08-22 01:58          
can confirm that not every map works with the new lightning patch. Some maps has it's texture turned white like westkyo garage streets

amilmand

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#383   2018-08-22 02:12          
Do you have a link for that?

adnan54

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#384   2018-08-22 03:44          
# amilmand : Do you have a link for that?

*LINK*

I'm pretty sure that i messed up the Westkyo Garage. If i remember well, i made the roads in two layers: a transparent one (which is the ground) and a render one (which is the road). So the problem probably is the map and not the shader itself



This new shader is amazing! Is it possible to do something similar for the cars headlights/taillights?
Something wrong is not right.

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#385   2018-08-22 04:01          
Thanks!
If it worked originally I should make the overwrite capable of handling it aswell though :)

Spot lights are problematic they have a lot of parameters and the resulting shader would exceed directx9 (minimum)limits (though modern cards would be able to handle it I think (probably 2-4 more spotlights))

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#386   2018-08-22 11:29          
Hey amil, just wanted to say that when I updated my "hackjob" version of your ReShade to today's version, my fps tanked from 30+ to 12-13 in the garage, on maps I haven't even tested.

I'm using a custom preset with a small amount of shaders enabled, and a custom MXAO by Marty McFly.

amilmand

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#387   2018-08-22 12:36          
The settings you want to try and flip (to see if they are the reason) are:
In the resahde config menu:
EnablePresentOnEndScene
OverWriteGeneralRendering
OverWriteShadowRendering
DynamicReflection

try and bring down the cfg_mem_instance_max to ~1000

ImmediateMode in the d3d9.ini (this will need a game restart)

Please do tell if one of them works out.

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#388   2018-08-22 12:43          
DynamicReflection bumped up the FPS massively, and the EnablePresentOnEndScene,OverWriteGeneralRendering and OverWriteShadowRendering did nothing.

Added 9 minutes later:

Another problem now occurs.

If I install PhysSettings.fx, my car turns into Spiderman.


This post was edited by Lo0KaH (2018-08-22 12:52, 86 days ago)

amilmand

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#389   2018-08-22 12:53          
Is it the shader maybe?
Try the ReflectingShaderOverride

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#390   2018-08-22 12:56          
ReflectingShaderOverride just makes it more matte, and DynamicReflection still kills fps.

amilmand

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#391   2018-08-22 13:04          
Can you doublecheck the DynamicReflection_DownsampleFactor variable(should be 1)
Hmmm how does it preform with the default config (ReshadeConfigMild.ini from the zip)?

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#392   2018-08-22 13:21          
It was at 11.4 or something crazy lol

I didn't even adjust it.

I get 80-100 fps on the Mild config.

amilmand

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#393   2018-08-22 13:24          
Cool it was the downsample factor then (I really need to improve that codepath...)

Added 12 minutes later:

I did upload a quick fix for the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits which gives back the color to the buildings in Valocity (I used the vertex specular incorrectly)

I also looked into the Westkyo garage issue it is inconsequential to use the GeneralShaderOverwrite because there are no lights on the map and fixing the issue would need a quite complex state detection so for now I would suggest just turning the general overwrite off on that map :/ (which is by the way very interesting (and rare) the streets are somehow out of the spatial data structure of the rpk and just patched on to the root element, very strange, this results in some strange behaviour (if you edit the POLY entries the actual visual geometry doesn't change but the geometry used for projecting the shadows on does for example, this also means that the road geometry is the last drawn on the scene (and will be missing from the dynamic reflection aswell :/)))

This post was edited by amilmand (2018-08-22 13:37, 86 days ago)

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#394   2018-08-22 14:12          
Holy shit, i really need to try your latest stuff asap, just saw the fps difference and that's insane, specially thinking you added a bunch of effects :O
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#395   2018-08-26 22:41          
Hi, i am having troubles getting this to start, when i extract the main game it runs, but when i apply the 1.97 patch it doesn't start at all, no logs on error.txt

amilmand

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#396   2018-08-27 12:15          
Maybe it's the newer reshade check the d3d9.log for errors.
(or rename the d3d9.dll to something else and hence disable reshade if it works that way it should be reshade but it does not have bugs that cause crashes it really should report an error if it's reshade (it currently has some hmm "visual" bugs (reflection with two layered objects in some cases) but I'm working on fixing that))

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#397   2018-09-01 21:12          
Hey I just tried the SLRR Exhaustive and it's incredible. Good job amilmand! By far the most stable and also the most modded version of SLRR. Thank you for all the work you have put into it. I have always tried to create someting like your version with a lot of mods, engines etc but it never worked cause you always get some shitty mod that fucks it all up and you can't really revert it bla bla. The only bad thing is that it has some lame cars like Chevrole Onyx etc etc. *LINK*

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#398   2018-09-02 16:11          
Thank you for the kind words, and especially that you heeded to my request and posted here rather than in the comment section of the download :)

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#399   2018-09-02 20:49          
Hi amilmand, I greatly apreciate your work and dedication towards slrr ! ;)
tried your exhaustive version and it was awesome, like it doesn't crash at all :D
and one question, what do you think about the multiplayer or lan server making on this game does anyone still remember about those testing videos of prototypes on slrr, are you familiar with network and connection programming?
speed and powa

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#400   2018-09-02 22:10          
Raxxat is working on that and has access to (some parts) of the original source code he is the best hope there is that it will ever be done
(there are rumours that Silent (that Silent (GTA:SA modder)) perhaps will aid him in further development so there is hope, I myself don't see a worthwhile way of doing it (I mean it not being a horrendous hack) without access to the sourcecode :/ .