amilmand 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) Spoiler:
holeecrab can confirm that not every map works with the new lightning patch. Some maps has it's texture turned white like westkyo garage streets
adnan54 # amilmand : Do you have a link for that? http://www.mediafire.com/file/ztieabmc1xbuw5c/Westkyo+Garage.rar 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?
amilmand Thanks! If it worked originally I should make the overwrite capable of handling it aswell though ๐ 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))
Lo0KaH 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. Spoiler:
amilmand 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.
Lo0KaH 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. Spoiler:
amilmand Can you doublecheck the DynamicReflection_DownsampleFactor variable(should be 1) Hmmm how does it preform with the default config (ReshadeConfigMild.ini from the zip)?
Lo0KaH 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 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 :/)))
Bigg_Boss93 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 ๐ฎ
fakeblitz 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 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))
ficho 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. https://www.youtube.com/watch?v=bbLet42LZz0&lc=z23fhr4avrbrjff2xacdp43boc43lcyp4rzrvyerqllw03c010c.1535825807643293
amilmand 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 ๐
Outlaw_Racer Hi amilmand, I greatly apreciate your work and dedication towards slrr ! ๐ tried your exhaustive version and it was awesome, like it doesn't crash at all ๐ 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?
amilmand 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 :/ .