Open juicermv opened 1 year ago
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)
Almost Impossible
pretty pointless since there is no instance of SSAO being used in any version of the game. ShaderFixes do not add new graphical effects, it just limits to fix the already broken shaders existing in the game to restore PS3/360 features.
pretty pointless since there is no instance of SSAO being used in any version of the game. ShaderFixes do not add new graphical effects, it just limits to fix the already broken shaders existing in the game to restore PS3/360 features.
That's wrong. They literally already started adding features that weren't present in any version of the game in the last couple of updates. There's also this.
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)
Almost Impossible
Any particular reason?
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)
Almost Impossible
Any particular reason?
Adding SSAO needs code injection because it is not just a post processes shader it is rendering time effect
They literally added a way to directly modify the game's shaders a couple of updates ago ._.
They literally added a way to directly modify the game's shaders a couple of updates ago ._.
modders just decompile game's PC and and console variant and even game's old versions shaders and then fix PC shaders based on console variant and old version shaders then they recompile fixed shaders , they didn't add anything new to the game and they did not have knowledge about how to add new (not existed) stuff to game engine and even if they know there are some limitations that deny them to add new (not existed) stuff to the game engine
I literally just linked you a preview of the next update where they literally added a brand new shadow filtering method that didn't even exist when the game came out dude.
I literally just linked you a preview of the next update where they literally added a brand new shadow filtering method that didn't even exist when the game came out dude.
PCSS it is just different algorithm for shading , they changed algorithm of shadow rendering not adding new rendering stuff like SSAO they used same thing to fix Z-fighting they implemented Logarithmic depth buffer to fix z-fighting.
Definition of PCSS : PCSS or Percentage Closer Soft Shadows is a shadow sampling algorithm invented by Nvidia in 2005 (Original Whitepaper). The intent is to simulate a more realistic falloff where the shadows get progressively softer the further the receiver is from the caster.
They also added support for logitech lighting in a now deleted release. Can you stop arguing?
They also added support for logitech lighting in a now deleted release. Can you stop arguing?
AO is not existed graphical effect , and I think logitech lighting existed in console versions , again they didn't add any new effect to the game, adding render time effects like SSAO is not simple as other stuff , but I think they could impelement HBAO+ because a post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture but the SSAO effect is a Renderer Feature and works independently from the post-processing effects
SSAO is quite literally a post-processing effect. All it needs is access to the depth buffer. HBAO is more complex, and I am not sure you can even implement it on DX9.
And you just made that Logitech claim up. Consoles don't even support it. It's a proprietary API. You're clearly arguing in bad faith lmao.
just stop requesting something that is pointless to the graphic, the shading in this game it's already good enough, it doesn't need any fixing or additions. PCSS shadows are being done to improve the current pre 1.0.6.0 shadows, that doesn't specifically mean we're getting more new graphical stuff. also can you elabore on "features that weren't present in the original game"? because i know ShaderFixes just restores console graphical effects and fix broken original shaders, it doesn't add up anything new.
I already elaborated twice, and I was talking about FusionFix in general, not ShaderFixes specifically. Even then, PCSS is still something that wasn't in any version of the game whether it's an improvement or not. SSAO would literally improve the visual representation by adding well... Ambient Occlusion in places that need it. It's an objective improvement, and it won't ruin the game's visual presentation if implemented correctly. I seriously don't get why you guys are being so pedantic about this.
then we won't bother, but just don't expect SSAO in the game.
I never expected anything. It's a feature suggestion. That's it.
I already elaborated twice, and I was talking about FusionFix in general, not ShaderFixes specifically. Even then, PCSS is still something that wasn't in any version of the game whether it's an improvement or not. SSAO would literally improve the visual representation by adding well... Ambient Occlusion in places that need it. It's an objective improvement, and it won't ruin the game's visual presentation if implemented correctly. I seriously don't get why you guys are being so pedantic about this.
Why don't you do it yourself MR smartypants?
I already elaborated twice, and I was talking about FusionFix in general, not ShaderFixes specifically. Even then, PCSS is still something that wasn't in any version of the game whether it's an improvement or not. SSAO would literally improve the visual representation by adding well... Ambient Occlusion in places that need it. It's an objective improvement, and it won't ruin the game's visual presentation if implemented correctly. I seriously don't get why you guys are being so pedantic about this.
Why don't you do it yourself MR smartypants?
Well, I don't really know assembly very well. But what a useless and patronizing response.
I already elaborated twice, and I was talking about FusionFix in general, not ShaderFixes specifically. Even then, PCSS is still something that wasn't in any version of the game whether it's an improvement or not. SSAO would literally improve the visual representation by adding well... Ambient Occlusion in places that need it. It's an objective improvement, and it won't ruin the game's visual presentation if implemented correctly. I seriously don't get why you guys are being so pedantic about this.
Why don't you do it yourself MR smartypants?
Well, I don't really know assembly very well. But what a useless and patronizing response.
You know, when someone takes their free time, creating something for free for community, you should rather thank the person for their time spent, instead of being a crying beggar bitch that you are, asking for a feature and even having the audacity to brag about how easy it should be. People like you make the modding community suck. Just do us the favor and fuck off.
I already elaborated twice, and I was talking about FusionFix in general, not ShaderFixes specifically. Even then, PCSS is still something that wasn't in any version of the game whether it's an improvement or not. SSAO would literally improve the visual representation by adding well... Ambient Occlusion in places that need it. It's an objective improvement, and it won't ruin the game's visual presentation if implemented correctly. I seriously don't get why you guys are being so pedantic about this.
Why don't you do it yourself MR smartypants?
Well, I don't really know assembly very well. But what a useless and patronizing response.
You know, when someone takes their free time, creating something for free for community, you should rather thank the person for their time spent, instead of being a crying beggar bitch that you are, asking for a feature and even having the audacity to brag about how easy it should be. People like you make the modding community suck. Just do us the favor and fuck off.
I never said it would be easy dumbass. I argued with people whether it's part of the scope of the mod. You have very bad reading comprehension. You should look at my repos, I dabble in modding myself and I know how time consuming it is.
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)
I'm trying to add SSAO to gta4, for now it's not working the way I would like, but at some point in the future we will have SSAO in FusionFix, maybe some other technique like HDAO, HBAO... I just need to make it work correctly.
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)
I'm trying to add SSAO to gta4, for now it's not working the way I would like, but at some point in the future we will have SSAO in FusionFix, maybe some other technique like HDAO, HBAO... I just need to make it work correctly.
Out of words, honestly... Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
So... is there any progress on the topic?
No. Nobody is working on FusionFix at the moment.
I mean, that makes sense considering the lack of activity recently but it would've been nice to know. Maybe y'all should make a blog or Patreon or something to keep everyone updated :)
Not meaning to be rude or something but thought I'd just ask; is this still in plans? As I see on Para's repository the issue where this was suggested was out right deleted and I believe it was closed as well stating it would come soon in FusionFix.
Any progress? Any limitations? Cheers in advance..
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
as long as you are able to write shaders yourself and have access to buffers it is available on any kind of directx. If you are unable to do that you clearly have a skill issue.
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
as long as you are able to write shaders yourself and have access to buffers it is available on any kind of directx. If you are unable to do that you clearly have a skill issue.
Dude commented purely to hate. Super disrespectful gtfo.
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
as long as you are able to write shaders yourself and have access to buffers it is available on any kind of directx. If you are unable to do that you clearly have a skill issue.
I haven't made HDAO work on DX9 yet due to instruction, register and loop limitations compared to DX11. I've already tried splitting HDAO into 2 steps, but without success so far.
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
as long as you are able to write shaders yourself and have access to buffers it is available on any kind of directx. If you are unable to do that you clearly have a skill issue.
Dude commented purely to hate. Super disrespectful gtfo.
Not my fault these are facts. Instead of crying and blaming every API in the world for your incompetence is a suicide in field of software engineering. It's your choice, not mine.
Is HDAO actually possible in D3D9? Max Payne 3 only had it on Directx11 from what I've seen...
I'm not sure, but if it works in dx11, it might be possible to port it to dx9, perhaps at a higher computational cost or using tricks.
as long as you are able to write shaders yourself and have access to buffers it is available on any kind of directx. If you are unable to do that you clearly have a skill issue.
Dude commented purely to hate. Super disrespectful gtfo.
Not my fault these are facts. Instead of crying and blaming every API in the world for your incompetence is a suicide in field of software engineering. It's your choice, not mine.
I genuinely don't understand what you're aiming to do here. I don't even work on this project.
i hear about that gta4 v1.08 used sth. of dx10.1
Since FusionFix is now adding graphical effects that weren't even in the original game, I think it'd be a great idea to add some form of SSAO, it'd greatly help with making geometry feel grounded and connected to the world. Hope you guys consider :)