Releases: Parallellines0451/GTAIV.EFLC.FusionShaders
Releases · Parallellines0451/GTAIV.EFLC.FusionShaders
GTAIV.EFLC.FusionShaders V220
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
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
- 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
- Added wind sway support to tree shadows
GTAIV.ShaderFixesCollection V108
- Reverted a previous tweak which made shadow cascade seams more obvious
GTAIV.ShaderFixesCollection V107
- 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
- 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
- Dirt level in vehicle.ide will not affect vehicle reflection intensity anymore; like on consoles, it'll only affect dirt itself
GTAIV.ShaderFixesCollection V104
- 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
- Removed variable sample count from depth of field and bloom