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Releases: Parallellines0451/GTAIV.EFLC.FusionShaders

GTAIV.EFLC.FusionShaders V220

15 Jul 19:38
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More GTA IV love!

  • Refactored code of several fixes and features, and generally improved performance
  • Improved depth of field quality
  • Split postfx into separate passes to fix overlapping effects
  • Fixed sky banding and color banding in general
  • Ported postfx improvements to the phone camera
  • Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
  • Improved shadow filtering
  • Improved shadow cascade blending and reduced pop-in
  • Fixed shadow stretching or "aspect ratio" at certain camera angles
  • Fixed shadow view distance being lower than the actual rendered distance
  • Fixed distant shadows with cutoff penumbras
  • Fixed blur artifacts between shadow cascades under some conditions
  • Fixed shadow artifacts on water in some places and camera angles
  • Fixed self shadowing issues with high FOV
  • Fixed flickering when shadows of transparent objects overlap
  • Added parameters to control shadow softness and bias
  • Fixed outlines around objects when using DXVK
  • Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
  • Improved tree vertex AO
  • Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
  • Improved rain intensity calculation
  • Fixed stuttery particle animations caused by patch 1.0.5.0
  • Improved tree transparency and texture detail at long distances
  • Added user defined "tree alpha multiplier" parameter to control leaf transparency
  • Reduced procobj pop-in, but only up to about 25 view and detail distance
  • Partially restored console object fade speed
  • Removed screen door transparency from decals and some other shaders that shouldn't have it
  • Fixed some opaque objects being erroneously included in the "stipple mask"
  • Restored corona depth test in water reflections
  • Added corona reflection intensity multiplier parameter
  • Restored console behavior for terrain reflections
  • Removed broken shore foam effect
  • Fixed white reflections on some meshes in Alderney caused by a previous tweak

Huge thanks to RaphaelK12 and brokensymmetry for contributing several key fixes, and to AssaultKifle47 for providing invaluable information for this update.

*Requires FusionFix 3.0

GTAIV.EFLC.FusionShaders V210

31 Oct 15:25
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Happy Halloween!

  • Implemented a dithering filter mask and added three new definition modes
  • Improved shadow filtering for both directional and night shadows
  • Fixed broken shadows cast by finely detailed objects
  • Improved shadow depth bias
  • Added shadow filter toggle
  • Added PCSS thanks to robi29
  • Improved window crossfade and mirror depth thanks to RaphaelK12
  • Fixed rain and motion blur framerate scaling
  • Restored mirror filter
  • Restored console auto exposure
  • Restored console bloom
  • Increased number of stipple tiles from 16 to 256
  • Fixed excessive wetness/specularity of several surfaces
  • Fixed terrain pop-in
  • Fixed orange glow under trees
  • Added tree vertex AO toggle
  • Fixed TLAD noise being affected by water quality
  • Fixed TLAD noise aspect ratio
  • Fixed water tiling for every setting
  • Improved shadows at lower settings

*Requires FusionFix 2.0.

GTAIV.ShaderFixesCollection V200

06 Sep 08:53
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  • Fixed z-fighting
  • Fixed soft particles thanks to robi29
  • Ported 1.0.4.0 shadow filter
  • Fixed light dimming and ported console foliage lighting thanks to AssaultKifle47
  • Fixed broken shadows following the player at high altitudes
  • Fixed invisible lamp glass at day
  • Fixed improper explosion alpha
  • Improved postfx performance at lower resolutions
  • Added a new shader exclusively for trees
  • Fixed missing water ripple effects on Nvidia

*Requires FusionFix 1.96.

GTAIV.ShaderFixesCollection V109

18 Jul 03:54
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  • Added wind sway support to tree shadows

GTAIV.ShaderFixesCollection V108

17 Jul 19:43
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  • Reverted a previous tweak which made shadow cascade seams more obvious

GTAIV.ShaderFixesCollection V107

17 Jul 07:33
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  • Repurposed Definition setting into a motion blur toggle
  • Improved depth of field code and restored the "stipple smoothing" filter
  • Improved motion blur quality (reduced noise)
  • Improved shadow alpha threshold
  • Refactored "console gamma" code
  • Fixed broken reflection alpha caused by a previous tweak
  • Removed stippleless hair shaders

GTAIV.ShaderFixesCollection V106

07 Jul 21:57
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  • Removed stipple from near deferred rendered objects; now it's only used for fading
  • Removed stipple from all forward rendered objects as they don't need it
  • Removed stipple from shadows
  • Added reflection intensity tweak and anisotropic filtering fix to more shaders (i.e vehicle glass)
  • Fixed a rare issue where white artifacts would appear on the screen in specific weathers while using console gamma

GTAIV.ShaderFixesCollection V105

01 Jul 01:08
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  • Dirt level in vehicle.ide will not affect vehicle reflection intensity anymore; like on consoles, it'll only affect dirt itself

GTAIV.ShaderFixesCollection V104

28 Jun 22:21
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  • Tweaked global reflection intensity
  • Changed TLAD noise tiling to match consoles
  • Improved rain visibility at night
  • Fixed reflection intensity being affected by anisotropic filtering
  • Fixed artifacts on the water surface caused by a previous fix

GTAIV.ShaderFixesCollection V103

25 Jun 15:14
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  • Removed variable sample count from depth of field and bloom