Closed LaupaMag338 closed 4 months ago
Not an issue with FusionFix, this might be the result of aggressive object or shadow culling, happens in the vanilla game, even on the console build too (see video below).
Recorded on the xenia emulator:
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Who knows, they might be related...
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Who knows, they might be related...
hm okay, what about light sources popping? same linked thing? like building or stuff like that, the lights from them
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Who knows, they might be related...
hm okay, what about light sources popping? same linked thing? like building or stuff like that, the lights from them
Those work fine. Just use Console Shadows. And that's a totally different thing anyway, related to the 16 dynamic shadows limit, if you mean lamppost shadows disappear depending on the camera angle. FlickeringShadowsFix also attempts to fix that, although has a minor issue, and is completely ignored when using Console Shadows because it disables headlight shadows entirely. Please however make sure that FlickeringShadowsFix is on when Console Shadows are set to off. It could bring modest performance enhancements. So yeah, keep that "fix" untouched, leaving it to 1.
If you mean the lights themselves, they fade in and out properly now, and their distance can be tweaked with View Distance and Detail Distance. (make sure you don't crank them up to 100, highest you should use imo is 84, and 40).
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Who knows, they might be related...
hm okay, what about light sources popping? same linked thing? like building or stuff like that, the lights from them
Those work fine. Just use Console Shadows. And that's a totally different thing anyway, related to the 16 dynamic shadows limit, if you mean lamppost shadows disappear depending on the camera angle. FlickeringShadowsFix also attempts to fix that, although has a minor issue, and is completely ignored when using Console Shadows because it disables headlight shadows entirely. Please however make sure that FlickeringShadowsFix is on when Console Shadows are set to off. It could bring modest performance enhancements. So yeah, keep that "fix" untouched, leaving it to 1.
If you mean the lights themselves, they fade in and out properly now, and their distance can be tweaked with View Distance and Detail Distance. (make sure you don't crank them up to 100, highest you should use imo is 84, and 40).
Will they ever fix the issues on FlickeringShadowsFix?
Was able to reproduce that immediately too. A proper Long Shadows implementation would fix this, I'm pretty sure. For now, or forever : ( , we gotta live with it.
u know if theres any progress on regarding shadow popping and stuff when pressing C?
Who knows, they might be related...
hm okay, what about light sources popping? same linked thing? like building or stuff like that, the lights from them
Those work fine. Just use Console Shadows. And that's a totally different thing anyway, related to the 16 dynamic shadows limit, if you mean lamppost shadows disappear depending on the camera angle. FlickeringShadowsFix also attempts to fix that, although has a minor issue, and is completely ignored when using Console Shadows because it disables headlight shadows entirely. Please however make sure that FlickeringShadowsFix is on when Console Shadows are set to off. It could bring modest performance enhancements. So yeah, keep that "fix" untouched, leaving it to 1.
If you mean the lights themselves, they fade in and out properly now, and their distance can be tweaked with View Distance and Detail Distance. (make sure you don't crank them up to 100, highest you should use imo is 84, and 40).
Will they ever fix the issues on FlickeringShadowsFix?
Only issues I know of with this fix is that single headlights (such as bike headlights or cars with one broken) still cast shadows.
moved to here: https://github.com/GTAmodding/GTAIV-Issues-List/issues/150
Game version this happens in
v1.2.0.30
What area of the game
In the Golf course in Meat Quarter, the shadows are flickering if you look around.
Your Hardware configuration
AMD Raedon Vega 8 Graphics 16GB RAM
Game capture
https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/assets/93017846/737b1521-5364-4e30-85be-220c8fa68f43
Last working version
v2.5.5
Does IV run better without FF installed?
No
Graphics backend (3D API)
Direct3D 9
Any other notes or things you've tried
No response
Checklist