• Register

This member has provided no bio about themself...

Comment History
niko_of_death
niko_of_death - - 8 comments @ New Vision 2.0a

If we want to use this with New Vision 1.5/HDTP on top (so AI upscale as a base, then reworked art for the textures that have it) is any special configuration required? Since it's not in .utx format (as far as I know) it cannot be used with the launcher's data priority settings, do the .dds files load after all .utx files are loaded, or do they replace only those in the same directory (so i.e. DeusEx/Textures/X/Y.dds would replace that texture in DeusEx/Textures/X.utx, then NewVision/Textures/X.utx would load over that)?

Good karma+1 vote
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

I finally figured out the issue!

Changing #define WET_BLUECORR float(0.4) to 1 completely fixed it.

Additionally, as I was digging through the shader files, I realized something related to an issue I had brought up earlier. You have an "#ifndef SSH_ZOOM", but SSH_ZOOM is never mentioned in any of the shader settings files. Adding #define SSH_ZOOM got zoomed sun shafts working perfectly, is there any reason this wasn't included by default?

Finally, before you mentioned having an untested small performance optimization for the wet effect. Does this relate specifically to the Object Reflection setting? I quite like that effect, but that absolutely kills my performance, and if I can do anything to help optimize it I'd be glad to assist.

Good karma+2 votes
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

OK, sorry to bother you.

Good karma+1 vote
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

It's weird that this has never been encountered before. You are right, it appears to be a side effect of wet surfaces, specifically in response to the flashlight (from what I could tell). I tried doing a 100% clean install to see if it was something else causing the problem, and it was still there. Interestingly though, shooting a "gold" (wet?) texture would temporarily "fix" it, presumably because it is creating an effect that does not have the gold coloring bug.

One other thing I noticed when testing this out is that the object reflections do not appear to "flip" properly, as can be seen here (https://my.mixtape.moe/bjbgva.png). In your screenshots of the feature, the reflection properly "flips" the image so that the closest images are touching (in this case, the railroad track should be "touching" its reflection).

If there's anything I can do to help debug this (or any computer info you need) please let me know.

Good karma+2 votes
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

That's too bad, thanks for the response though. Would there be any way to implement just the wet surface effect from another mod while using your effects for the rest? I had used SWTC in the past but had the same issue of awful FPS during rain.

Also, what effect in particular causes the "gold" coloring? So I can either reduce or disable it.

Good karma+2 votes
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

I'm loving the mod so far, however I am having issues with the "wet" effect

For one, during rain it drops my framerate from 60fps without it to 20fps with it, despite gpu/cpu usage not being maxed out. Is there a deeper issue to this or should I just disable/lower settings? Additionally, there are some weird aspects to the wet graphics, a lot of textures turn "gold" (seen here: My.mixtape.moe), and there seem to be some really glitchy reflections/shadows caused by it (seen here: My.mixtape.moe). If you could provide any help that would be great, thanks!

Good karma+1 vote
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

Really? For me, when I disable DoF the sunshafts stop working, thats the only reason I have the the DoF enabled.

Good karma+1 vote
niko_of_death
niko_of_death - - 8 comments @ Dynamic Shaders III

I'm having the same issue described in the original post. I have as many DOF features disabled/lowered as possible without outright disabling dof (in order to retain sun shafts). Not only does zooming cause the image to brighten, but also removes the sun shafts from the image.

Here are screenshots showcasing the issue:

My.mixtape.moe
My.mixtape.moe

(look at the wall straight ahead to see the brightness issue, the wooden post to see the sun shaft issue)

and here are the settings I'm using currently

Pastebin.com (base)
Pastebin.com (sun shafts)

Good karma+1 vote