ThirteenAG / GTAIV.EFLC.FusionFix

This project aims to fix or address some issues in Grand Theft Auto IV: The Complete Edition
GNU General Public License v3.0
978 stars 44 forks source link

[Bug] Shadows disspearing #415

Closed MOnkeMan5009 closed 6 months ago

MOnkeMan5009 commented 9 months ago

Game version this happens in

v1.2.0.59

What area of the game

Any area with buildings preferably

What should happen

Going further away with no clip for example makes shadows disspear way too early from the player and it looks a bit weird, also a lot of poppings and late-texture loading. I dont remember this being on 2.0 or 1.9

https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/assets/157163279/bdce4b36-fcb1-4c14-87f3-dfe58ec5097b

https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/assets/157163279/3763fb21-20ef-42dc-b2e1-f1c894a2adb7

CrashDumps and logs

No response

Last working version

v1.9-2.0

Checklist

RecklessGlue540 commented 9 months ago

Game version this happens in

v1.2.0.59

What area of the game

Any area with buildings preferably

What should happen

Going further away with no clip for example makes shadows disspear way too early from the player and it looks a bit weird, also a lot of poppings and late-texture loading. I dont remember this being on 2.0 or 1.9

8mb.video-8tS-svYchRf4.mp4 8mb.video-C4f-A30WJt6O.mp4

CrashDumps and logs

No response

Last working version

v1.9-2.0

Checklist

This is intended. Shadow distance cannot be increased without introducing major issues, so a custom fading system was applied to them instead.

MOnkeMan5009 commented 9 months ago

Game version this happens in

v1.2.0.59

What area of the game

Any area with buildings preferably

What should happen

Going further away with no clip for example makes shadows disspear way too early from the player and it looks a bit weird, also a lot of poppings and late-texture loading. I dont remember this being on 2.0 or 1.9 8mb.video-8tS-svYchRf4.mp4 8mb.video-C4f-A30WJt6O.mp4

CrashDumps and logs

No response

Last working version

v1.9-2.0

Checklist

This is intended. Shadow distance cannot be increased without introducing major issues, so a custom fading system was applied to them instead.

okay..altho i am pretty sure this didn't happen in previous fusionfix versions..anyway, what about the buildings disspearing and poppings? i am very sure that didnt happen before.. even had a whole thread about it for a specific building

RecklessGlue540 commented 9 months ago

okay..altho i am pretty sure this didn't happen in previous fusionfix versions..anyway, what about the buildings disspearing and poppings? i am very sure that didnt happen before.. even had a whole thread about it for a specific building

I'm pretty sure that's the game's VRAM manager. This is done for optimization reasons and cannot be changed. Usually happens when looking back. Consoles do the same... you could maybe try putting -nomemrestrict in a commandline and see if it does anything... The shadows do the same for some reason and those are not intended to pop in when instantly looking back. Been that way since at least 1060, and it is yet to be fixed.

MOnkeMan5009 commented 9 months ago

okay..altho i am pretty sure this didn't happen in previous fusionfix versions..anyway, what about the buildings disspearing and poppings? i am very sure that didnt happen before.. even had a whole thread about it for a specific building

I'm pretty sure that's the game's VRAM manager. This is done for optimization reasons and cannot be changed. Usually happens when looking back. Consoles do the same... you could maybe try putting -nomemrestrict in a commandline and see if it does anything... The shadows do the same for some reason and those are not intended to pop in when instantly looking back. Been that way since at least 1060, and it is yet to be fixed.

hmm i still believe some stuff was better in previous versions...anyway. Do you know at least the fix for that disspearing building?

MOnkeMan5009 commented 9 months ago

https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/assets/157163279/70d88f40-ba5f-4b92-b7d5-7fad845d78a6

Also look at this, do you know how to fix this while using motion blur? even without look how the shadow of the car at the back flickers weirdly @RecklessGlue540

RecklessGlue540 commented 9 months ago

8mb.video-qje-pWKtGWWh.mp4 Also look at this, do you know how to fix this while using motion blur? even without look how the shadow of the car at the back flickers weirdly @RecklessGlue540

This is because the game stutters. For some reason, these effects seem to depend on the frame times... I don't have it on my RX 6700 now. Tho I did have it on my old GTX 1060 3GB... You could try capping your frames and see if fixes anything. Also cap your frames through RivaTuner.

MOnkeMan5009 commented 9 months ago

8mb.video-qje-pWKtGWWh.mp4 Also look at this, do you know how to fix this while using motion blur? even without look how the shadow of the car at the back flickers weirdly @RecklessGlue540

This is because the game stutters. For some reason, these effects seem to depend on the frame times... I don't have it on my RX 6700 now. Tho I did have it on my old GTX 1060 3GB... You could try capping your frames and see if fixes anything. Also cap your frames through RivaTuner.

well i have it capped at 60 through the in game menu, should i do that with rivatuner as well? i am running 4k 144hz

RecklessGlue540 commented 9 months ago

Rivatuner locks it better. Caps frame times as well

MOnkeMan5009 commented 9 months ago

Rivatuner locks it better. Caps frame times as well

and do i have to run it everytime? or i can just set it once and done?

RecklessGlue540 commented 9 months ago

Just set a profile for gtaiv.exe and cap at 60. Comes bundled with MSI afterburner btw.

MOnkeMan5009 commented 9 months ago

I did, however the shadow thingy is still there not sure if its intended, sirens are affected by it too, the cop siren of the car u driving

RecklessGlue540 commented 9 months ago

I did, however the shadow thingy is still there not sure if its intended, sirens are affected by it too, the cop siren of the car u driving

How do the sirens look? The shadows gradually fading in is intended. Their pop-in when looking back pressing C is not however.

MOnkeMan5009 commented 9 months ago

I did, however the shadow thingy is still there not sure if its intended, sirens are affected by it too, the cop siren of the car u driving

How do the sirens look? The shadows gradually fading in is intended. Their pop-in when looking back pressing C is not however.

https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/assets/157163279/6863bb8a-4365-4726-b784-6988b3897fde

this is how. Look at the sirens

MOnkeMan5009 commented 9 months ago

Also hope that C bug will get fixed eventually

RecklessGlue540 commented 9 months ago

I did, however the shadow thingy is still there not sure if its intended, sirens are affected by it too, the cop siren of the car u driving

How do the sirens look? The shadows gradually fading in is intended. Their pop-in when looking back pressing C is not however.

8mb.video-9nF-ljooA4MC.mp4 this is how. Look at the sirens

Pretty sure everything "moving" is affected... Have you tried MSI afterburner and Riva btw? I can see some stutters in the video above... Check the framerate and frametime with text and graph options in MSI afterburner so you can see how the game stutters.

MOnkeMan5009 commented 9 months ago

I did, however the shadow thingy is still there not sure if its intended, sirens are affected by it too, the cop siren of the car u driving

How do the sirens look? The shadows gradually fading in is intended. Their pop-in when looking back pressing C is not however.

8mb.video-9nF-ljooA4MC.mp4 this is how. Look at the sirens

Pretty sure everything "moving" is affected... Have you tried MSI afterburner and Riva btw? I can see some stutters in the video above...

Yes i have, and i locked it to 60 fps. if there was any stutter at the beginning thats how shadowplay does when its hooked to record ig

Parallellines0451 commented 9 months ago

None of these issues are caused by FF, they are all vanilla.

You should not set the view & detail distance sliders to 100 as that causes extreme pop-in issues, I recommend at most 32/70. If you can't keep stable frametimes you should disable motion blur or possibly look into using DXVK.

MOnkeMan5009 commented 9 months ago

None of these issues are caused by FF, they are all vanilla.

  • Shadow draw distance is indeed quite low in GTA IV
  • Building "pop-in" is due to the game's limited streaming budget
  • Motion blur stuttering is caused by unstable frametimes
  • Police car lights and glass materials in general are affected by motion blur because they don't write to the stencil buffer

You should not set the view & detail distance sliders to 100 as that causes extreme pop-in issues, I recommend at most 32/70. If you can't keep stable frametimes you should disable motion blur or possibly look into using DXVK.

hmm, and can it be possible technically to increase those limits? I know some gta 5 mod that after quite a long time achieved to do that for disspearing textures when game was modded too much, being implemented from FiveM. Just as an example. Anyway, hope stuff like distances and limits could be increased in the future

RecklessGlue540 commented 9 months ago

None of these issues are caused by FF, they are all vanilla.

  • Shadow draw distance is indeed quite low in GTA IV
  • Building "pop-in" is due to the game's limited streaming budget
  • Motion blur stuttering is caused by unstable frametimes
  • Police car lights and glass materials in general are affected by motion blur because they don't write to the stencil buffer

You should not set the view & detail distance sliders to 100 as that causes extreme pop-in issues, I recommend at most 32/70. If you can't keep stable frametimes you should disable motion blur or possibly look into using DXVK.

hmm, and can it be possible technically to increase those limits? I know some gta 5 mod that after quite a long time achieved to do that for disspearing textures when game was modded too much, being implemented from FiveM. Just as an example. Anyway, hope stuff like distances and limits could be increased in the future

First two, probably not... Third one... It was made so that it scales properly with the framerate. The "jitter" is a side effect.. Fourth one.. there was an attempt to fix it, but fixing it introduced other issues so thats likely how it's going to stay, unfortunately.