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deferred_lighting
- 5x5 gaussian filter for shadows
- Fixed volumetric light shafts
- Fixed shadow depth bias
- Fixed pitch black shadows under vehicles and excessively strong vertex AO
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
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gta_cubemap_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
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gta_cutout_fence
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
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gta_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
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gta_decal_amb_only
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_decal_dirt
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_decal_glue
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_decal_normal_only
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_default
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_diffuse_instance
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_emissive
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_emissivenight
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_emissivestrong
- Fixed invisible lights
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_glass
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_glass_emissive
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_glass_emissivenight
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_glass_normal_spec_reflect
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_glass_reflect
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_glass_spec
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_hair_sorted_alpha
- Removed stippled transparency from forward pass shaders
-
gta_im
- Removed stippled transparency from forward pass shaders
-
gta_normal
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_normal_cubemap_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_normal_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_reflect_alpha
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_reflect_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_spec
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
-
gta_normal_spec_cubemap_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_spec_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_normal_spec_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_spec_reflect_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
-
gta_normal_spec_reflect_emissive
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_normal_spec_reflect_emissive_night
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_parallax
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_parallax_specmap
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_parallax_steep
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_ped
- Removed stippled transparency from forward pass shaders
-
gta_ped_reflect
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_ped_skin
- Removed stippled transparency from forward pass shaders
-
gta_ped_skin_blendshape
- Removed stippled transparency from forward pass shaders
-
gta_projtex
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_projtex_steep
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_reflect_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_rmptfx_gpurender
- Improved rain visibility
-
gta_rmptfx_mesh
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_rmptfx_raindrops
- Fixed black water droplets (fixing refraction needs code injection)
-
gta_spec
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_spec_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_spec_reflect
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_spec_reflect_decal
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
- Increased reflection intensity to match consoles
- Fixed anisotropic filtering influence on reflection intensity
-
gta_trees
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Added a custom wind sway parameter for FusionFix to use
- Added support for tree shadow wind sway
-
gta_vehicle_badges
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
- Increased reflection intensity to match consoles
-
gta_vehicle_basic
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_chrome
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_disc
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_generic
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_interior
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_interior2
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_lightsemissive
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
- Increased reflection intensity to match consoles
-
gta_vehicle_mesh
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_paint1
- Fixed reflection normal maps
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_paint2
- Fixed reflection normal maps
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_paint3
- Fixed reflection normal maps
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_rims1
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_rims2
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_rubber
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_shuts
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_tire
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
-
gta_vehicle_vehglass
- Restored console vehicle reflections (dirt doesn't affect intensity)
- Fixed anisotropic filtering influence on reflection intensity
- Increased reflection intensity to match consoles
-
gta_wire
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
-
gta_mirror
- Fixed distorted mirror reflections at certain angles
-
rage_default
- Fixed pop-in/restored fading
- Removed stippled transparency from deferred pass shaders up close
- Removed stipple from shadows up close
- Removed stippled transparency from forward pass shaders
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rage_postfx
- Added native FXAA
- Fixed depth of field resolution scaling
- Fixed bloom resolution scaling
- Fixed blurry screen
- Repurposed "Definition" setting into a motion blur toggle
- Reduced motion blur noise
- Added console-like TLAD noise tiling
- Added console-like gamma
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shadowZ
- Fixed disconnected night shadows
-
water
- Added console-like water tiling
- Fixed shadow stretching
-
watertex
- Fixed textureless water on AMD graphics cards