GTA 5 0.351

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Re: GTA 5 0.351

ENBSeries wrote:random23
Seems normal setting which i tested already. Please make screenshots from the tunnels and metro (i'm not familiar how to get there) and on the map where located.
Here: https://imgur.com/a/pA9FXLx
There are also two screenshots showing some issue with transparency(?). And looks like reflections on the building are unaffected by skylighting (they seem brighter with skylighting enabled)
All screenshots are 10:00-12:00, extrasunny weather.

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Re: GTA 5 0.351

Version updated, download again
Fixed reported bugs

random23
That banner and many plants are not influenced by skylighting, because it's how game draw them much later after defer mix, so they dont get ssao too. I dont want to try fix that, too many shaders to patch.
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Re: GTA 5 0.351

Skylighting looks marvelous.

But I think I found a bug. OK, IT'S FIXED AFTER THE LATEST UPDATE
[click to open in full resolution]
Image

Rocks and other things here flickers when vehicles passes by. You can see that the concrete fence closer to the player is brighter, but the further ones are darker, because the truck covers a light from sky. And that's fine, but there's no interpolation between bright and dark. I hope you know what I mean. It's hard for me to explain it, it's best to check the bug yourself.


And...
Image
If you see, the reflection amount is decreasing in shadows with skylighting enabled. Is it possible to apply skylighting effect after appling reflections? I think the skylighting effect should affect a color of surfaces only (diffuse?) not reflections (specular?).
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Re: GTA 5 0.351

I apply skylighting together with game ssao multiplying each other. Game decrease reflections amount by ssao, so skylighting also. I did some other code for mixing which make correct light for bright vehicles, but ignored it cause fixed bugs recently. In next update maybe i'll change that mixing code.
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Re: GTA 5 0.351

Yeah, original ssao from the game also decreases reflections amount. It has always annoyed me. Thanks for noticing the problem ;)
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Re: GTA 5 0.351

Мод заработал, но работает только дисторсия, не отвечает не enbseries.ini не enbeffect.fx. Перекрутил настройки графики разные как игры так и мода, толку ноль. (я в курсе что по умолчанию стоит оригинальный постпроцессинг).
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Re: GTA 5 0.351

Portal2x2
Ничего не знаю.
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Re: GTA 5 0.351

Thank you for fixing the bugs in the new update.

Would you be able to add a feature to let us change the color of all Spot Lights / Street Lamps in a future update?

Also would it be possible to activate vehicle tail lights during the daytime? Currently the game only activates them after 20:00 in-game time.

Would be very cool if this was possible.

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Re: GTA 5 0.351

No, the best i can do is to desaturate lights. How do you expect me to assing colors if there are so many different lights? Even if to make some table of colors to replace them, this do not define light type, you can't just set all yellow lights to white, because street lights can be yellow or car lights. Or explosions. Such things must be done in some editor, not in the mod.
Never noticed about trails from lights, but this is another feature which do not worth effort to implement and it's not easy to do without source code, because i need to save previous frames data from emitters, it's very unpractical wasting of performance. And in general, i do not think that accept any new features of the mod, my goal is to finish it fast and get back to other mods, ENBSeries for GTA5 is never popular, so i will not waste time on it.
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Re: GTA 5 0.351

Okay, I understand. I think desaturating lights will be useful if you would like to implement it.

Thanks for the detailed response.
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