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Pages: (5) « First ... 2 3 [4] 5   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [Q] Separating blur from DOF?!?

 
klanly  
Posted: Sunday, Jan 18 2009, 05:57
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@belinda
nice discovery. biggrin.gif
exactly they are float32 numbers(-0.5(000000bf), -1.5(0000c0bf), 1.5, 0.5).
So this -0.5 may be the fullscreen blur param then..



This post has been edited by klanly on Sunday, Jan 18 2009, 09:00
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Markonious  
Posted: Sunday, Jan 18 2009, 15:37
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Great team work guys!!! THX! icon14.gif cookie.gif cookie.gif cookie.gif
Now there's one more thing...u too probably have that dashboard camera installed as well and it's great, BUT when u turn on the motion blur,for almost all cars i think,it's blurorama(cuz of the camera position probably which is further back than the bonnet)!
motorcycles r great(camera in the same position I think)! So , the question is, is it possible to have the same amount of blur(like bikes) in the cars,that would be awsome!!!(and that was my final goal with all this smile.gif )
Lots of cookies to finder! alien.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif
What do u think? cool.gif
p.s. (dashboard camera)And that dynamic amount of FOV(field of view) that increases with speed...is it possible to lock it at it's highest value(like when going fast)permanently??? notify.gif It would make even slower speeds seem faster and u get a wider view so it's also better for turning in corners(visibility)! Additional cookies for that too!!! colgate.gif cookie.gif cookie.gif cookie.gif

This post has been edited by Markonious on Sunday, Jan 18 2009, 16:33
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bartekxyz  
Posted: Sunday, Jan 18 2009, 17:41
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Hey Guys! Great work. I have a question, can I include your shader to my motion blur tweak? I made a modification once which added some extra motion blur but people were asking how to leave motion blur and get rid of static blur and DOF. Now I checked my tweak with your shaders and it's just goergous and crysis-like. Can I share your tweak?
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High  
Posted: Sunday, Jan 18 2009, 19:41
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thx belinda. klanly just forgot the word "and" so i got edgy...

thx for the info, code is perfected now. great work everyone.
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belinda  
Posted: Sunday, Jan 18 2009, 23:22
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@ all
sorry ppl, i was a bit too fast this time. it's still some blur left:

- - - - P not pressed - - - - - - - - - P pressed - - - - -
user posted image user posted image
user posted image user posted image

it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect tounge2.gif but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this:

first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a vehicle standing still.
second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases.


@ bartekxyz
information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success.


@ Markonious
sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry.


@ klanly
this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect.

This post has been edited by belinda on Monday, Jan 19 2009, 14:00
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EXTACY  
Posted: Monday, Jan 19 2009, 01:23
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klanly you are the MAN! biggrin.gif
Now that stupid "waterpaint" effects are gone....

Do you know how to turn it on permanently? I love motion blur... biggrin.gif
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bartekxyz  
Posted: Monday, Jan 19 2009, 10:04
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QUOTE (belinda @ Jan 19 2009, 01:22)
@ all
sorry ppl, i was a bit too fast this time. it's still some blur left:

- - - - P not pressed - - - - - - - - - P pressed - - - - -
user posted image user posted image
user posted image user posted image

it's very subtle and only visible on edges of far away geometry (look at the bridges). almost perfect tounge2.gif but definitely good enough for me. now i have to find a way to get two things done, maybe bartekxyz can help me out with this:

first, i want the same motion blur i get on foot (when moving the mouse fast left or right) to be applied to camera movements while in a car. there is no camera motion blur when i'm in a vehicle, only the motion blur when driving fast.
second, i want the "drive-fast" motion blur to seemlessly increase from 0mph or 10mph to maximum speed. by default there is no motion blur until you reach a certain minimum speed (which is quite high if you ask me), then it kicks in and gets more intense by further speed increases.


@ bartekxyz
information is free, do whatever you like with it. but don't forget to credit klanly for his discovery. and do you think your blur enhancements will help me with my two wishes? i don't want a complete blur overhaul, only the changes mentioned above. i messed around with some cam.followped... and cam.followvehicle... values in visualsettings.dat but no success.


@ Markonious
sorry, i'm not using the dashboard camera mod, i drive with the camera as far away from the vehicle as possible for increased overview. maybe bartekxyz knows the correct values for this, i guess its one or more of the cam.followvehicle... values in visualsettings.dat. and i don't know where the fov changes are defined, sorry.


@ klanly
this blur effect becomes more and more complicated. maybe the fourth value (def c4, -0.5, -1.5, 1.5, 0.5) has to be NULLed too. i don't have time to play around with that the next few days, maybe you can shed a bit more light on it. btw, have you played around with other positive or negative values so far? this could help guessing which value is used for what component of the shader effect.. Klanly

TWEAK

Updated tweak, now edges are sharp and blur is nice. Something you want:)

Clanly, you are teh winrar:) I credited you in my topic:) Great job cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

This post has been edited by bartekxyz on Monday, Jan 19 2009, 10:20
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klanly  
Posted: Monday, Jan 19 2009, 10:06
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@bartekxyz
feel free to use it smile.gif

@belinda
I tried to set the latest 0.5 to 0 and the motion blur are gone.. maybe it related to motion blur itself(?).

@EXTACY
maybe impossible smile.gif
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bartekxyz  
Posted: Monday, Jan 19 2009, 10:21
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QUOTE (klanly @ Jan 19 2009, 12:06)
@bartekxyz
feel free to use it smile.gif

@belinda
I tried to set the latest 0.5 to 0 and the motion blur are gone.. maybe it related to motion blur itself(?).

@EXTACY
maybe impossible smile.gif

klanly how does it look like when you get rid of static blur but leave DOF?
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klanly  
Posted: Monday, Jan 19 2009, 10:32
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QUOTE (bartekxyz @ Jan 19 2009, 10:21)

klanly how does it look like when you get rid of static blur but leave DOF?

something like this:
user posted image

the figure(niko) not changed, and further thing(ex. trees) got blur..
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belinda  
Posted: Monday, Jan 19 2009, 13:56
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@ klanly
where is the 0.5 you set to 0, can you give me a hex offset?


@ bartekxyz
thanks, but your tweak is changing to much for my taste. but i found the correct values in visualsettings.dat to reach my goals:

cam.followvehicle.blur.speed.x 25 <--- defines at which speed the motion blur should start
cam.followvehicle.blur.speed.y 50.00 <--- defines at which speed the motion blur should reach the defined maximum
cam.followvehicle.blur.speed.z 0.00 <--- defines additional motion blur working all the time, regardless of speed
cam.followvehicle.blur.speed.w 0.2 <--- defines maximum strength of motion blur

i changed it to:

cam.followvehicle.blur.speed.x 15 <--- lowered so motion blur starts at lower speeds
cam.followvehicle.blur.speed.y 80.00 <--- raised so maximum motion blur is not reached so early and by every vehicle
cam.followvehicle.blur.speed.z 0.01 <--- set small amount so motion blur is used when moving mouse fast while car is standing still
cam.followvehicle.blur.speed.w 0.2 <--- standard maximum strength is ok for me


@ EXTACY
what do you mean by "turn it on permanently"? without pressing P once ingame?

This post has been edited by belinda on Monday, Jan 19 2009, 14:03
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bartekxyz  
Posted: Monday, Jan 19 2009, 15:19
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moto_whistle.gif

This post has been edited by bartekxyz on Friday, Apr 17 2009, 08:49
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klanly  
Posted: Monday, Jan 19 2009, 15:19
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@belinda
0x2cff in rage_postfx.fxc..
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belinda  
Posted: Monday, Jan 19 2009, 16:57
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i think i figured it out now. i made 3 different versions so anybody can choose his favourite effect. first, here is a screen with the default rage_postfx.fxc and P not pressed to compare the effect:
user posted image

now the first modification disables all possible depth of field blur, but leaves motion blur intact. there is still a very subtle blur on far away objects and edges of objects against the sky are somehow blurred as well. i think its part of another shader, maybe the hdr-rendering. the screen is made with P pressed:
user posted image download modified rage_postfx.fxc here

the second modification disables the near and medium range depth of field blur, but leaves the far range depth of field blur effect and all motion blur intact. this is the one i'm using right now because it's not blurring near objects and textures at all but has a nice depth of field blur far away. the screen is made with P pressed:
user posted image download modified rage_postfx.fxc here

the third modification disables only near range depth of field blur, medium and far range depth of field blur as well as all motion blur is still working. again, the screen is made with P pressed:
user posted image download modified rage_postfx.fxc here

the last screen is made again with the default rage_postfx.fxc and P pressed this time to show near, medium and far range depth of field blur in action:
user posted image


@ klanly
thx, already found it and 0ing it disabled all motion blur effects for me as well - not desirable.


@ bartekxyz
sorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed.
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bartekxyz  
Posted: Monday, Jan 19 2009, 17:09
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QUOTE (belinda @ Jan 19 2009, 18:57)
@ bartekxyz
sorry mate but you are wrong. lines starting with # are comments and the game is ignoring them. at first i had the same idea with these values indicate the axis their affecting somehow, because the .x, .y and .z are indicating that. but after many tests with different values i am 100% sure my definition is correct. try for yourself, use a default visualsettings.dat file and change cam.followvehicle.blur.speed.x 25 to 0. you will see that the fast-driving-blur now immidiately kicks in when you start driving, not at a certain minimum speed.

It's strange because I was able to make axis dependent blur...also modifying lines with hash made a difference...i tried it many times and it worked for me...
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Markonious  
Posted: Monday, Jan 19 2009, 18:30
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I ended up using the same one(only far dof)+those visualsettings like you Belinda. smile.gif
Nice discovery! cookie.gif
p.s. I only wish my resolution(1280x800) and framerates(around 30 outside) could be higher...(not to mention lack of AA)
Just installed again Test Drive Unlimited to show off a bit(to myself wink.gif )...I know it's not a new game or GTA quality but it looks really fine with all the settings maxed @1600x1024+4AA and at flawless 80fps! ...it's really hard getting used to GTA's jerkiness after that...sad.gif
btw. rig:e6600@3.2,4GB,gtx260(zotac amp2(OCed 216))...still hoping for some magical performance boost from next drivers or a new patch maybe... confused.gif

This post has been edited by Markonious on Monday, Jan 19 2009, 18:45
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EXTACY  
Posted: Wednesday, Jan 21 2009, 02:06
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@ bartekxyz
I see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks biggrin.gif

QUOTE (belinda @ Jan 19 2009, 13:56)
@ EXTACY
what do you mean by "turn it on permanently"? without pressing P once ingame?

Yes, without pressing "p" ingame... but I guess it's already hardcoded somewhere else right? I mean, not related to this post_fx.fxc modification here

This post has been edited by EXTACY on Wednesday, Jan 21 2009, 02:21
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belinda  
Posted: Wednesday, Jan 21 2009, 11:05
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@ EXTACY
bartekxyz's changes to motion blur are in his visualSettings.dat. you can take any of my rage_postfx.fxc files and combine it with his visualSettings.dat to get your desired dof blur effect. and the "p" thing, maybe you should ask alexander blade if this is possible with a lua script.

@ Markonious
your gtx260 should be able to reach the same fps in higher resolutions too. ever tried your monitors native resolution? i'm playing at 1280x800 with my old ati x1950 pro wink.gif
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bartekxyz  
Posted: Wednesday, Jan 21 2009, 12:25
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QUOTE (EXTACY @ Jan 21 2009, 04:06)
@ bartekxyz
I see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks biggrin.gif

So you want crispy edges on near objects, soft shadows, depth of field on distance buildings and motion blur, right?
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EXTACY  
Posted: Wednesday, Jan 21 2009, 15:00
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QUOTE (bartekxyz @ Jan 21 2009, 12:25)
QUOTE (EXTACY @ Jan 21 2009, 04:06)
@ bartekxyz
I see you have removed shadow jitter effect on your "TWEAK" thread, would you please release a version which also keep the far blur intact? Just like belinda's... thanks biggrin.gif

So you want crispy edges on near objects, soft shadows, depth of field on distance buildings and motion blur, right?

Yes smile.gif that'd be lovely inlove.gif
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