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GTA IV - ProReal Mod - Page 15

post #141 of 215
Thread Starter 
I'm having an issue with the HUD....

I've swapped the speedometer, with a thiner one, but it still blocks the "text message" indicator on the bottom left

The engine temp thing, blocks the name of the street you're at...
post #142 of 215
Quote:
Originally Posted by GxStorm View Post

Well, I can't do that, because one of the plans is swapping the intro logos with different, well, the same, but different ones

The same goes to loading screens smile.gif

Why? The intro logo's are just annoying. I assume you will replace them with something that says 'Proreal Mod'.

People know what they downloaded, why would they need to be reminded every time they start up the game. Just my 2 cents.
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post #143 of 215
Quote:
Originally Posted by GxStorm View Post

Don't thank me, thank L3EVO and Gionight! smile.gif

I haven't made enough modifications to consider it my enb

Absolutely--gionight & l3evo are in the gta iv hall of fame. add ice and niggbert and you could have a gta iv mt rushmore, IMO. would be pretty funny actually.
Quote:
Originally Posted by GxStorm View Post

About the enb, the stuff you're doing is great for a high end release!

But I'm still focusing on the main version

take your time--quality is more important than speed. down the road when the time is right, happy to assist (as i'm sure others are) with your high end release or any other way that would be helpful. just let us know. I was just pretty blown away with how good it looked out of the gate and thought i'd share a few pics.
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post #144 of 215
Thread Starter 
Quote:
Originally Posted by .:hybrid:. View Post

Why? The intro logo's are just annoying. I assume you will replace them with something that says 'Proreal Mod'.

People know what they downloaded, why would they need to be reminded every time they start up the game. Just my 2 cents.

No, It wouldn't be ProReal mod or anything like that, it would be the same intro logos, different textures
post #145 of 215
Well I just tested it out for half an hour, and I noticed some minor bugs.

Light reflection bugs I think:
Warning: Spoiler! (Click to show)


Flicking texture bugs
Warning: Spoiler! (Click to show)




Now for some glamor shots Warning: Spoiler! (Click to show)



And my settings Warning: Spoiler! (Click to show)

During the daytime I am getting around 25-40 fps, at night I am getting around 12-20. If you know of a way to fix the low night time fps I would be thankful.

Cpu clocked at 3.53GHz is at 50% usage constantly while the gpu @ 950 core is at 30-50 % usage. The GPU memory usage was around 1 - 1.4 GBs
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post #146 of 215
Can you improve Multiplayer ? it would be cool for some gang wars biggrin.gif like having own houses etc.
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post #147 of 215
Quote:
Originally Posted by rafety58 View Post

Well I just tested it out for half an hour, and I noticed some minor bugs.

Light reflection bugs I think:
Warning: Spoiler! (Click to show)


Flicking texture bugs
Warning: Spoiler! (Click to show)




Now for some glamor shots Warning: Spoiler! (Click to show)



And my settings Warning: Spoiler! (Click to show)

During the daytime I am getting around 25-40 fps, at night I am getting around 12-20. If you know of a way to fix the low night time fps I would be thankful.

Cpu clocked at 3.53GHz is at 50% usage constantly while the gpu @ 950 core is at 30-50 % usage. The GPU memory usage was around 1 - 1.4 GBs

To gain fps at night, you can try tweaking some of the reflection settings. I noticed at night with rain the cars had a bit too much reflection perhaps, and perhaps the water/road too. I'm not sure which other settings would help, but happy to do some experimenting. Someone on the thread may know...
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post #148 of 215
Quote:
Originally Posted by nasmith2000 View Post

for higher end computers, i use the following:

forcedisplaysize=false
forceantialiasing=true
antialiasingquality=1

AND delete effect.txt

this gets rid of the blur. Now there is probably a way to modify effect.txt to remove the general blur and keep the elements of effect.txt one wishes to keep. I am just not as familiar with the file. I do agree though that the build in "antialiasing" in enb (downsample) is superior for computers that can handle it.
Indeed. effect.txt (or option.txt) is responsible for FXAA.
It seems to me that enb SSAA kicks in *after* FXAA/SMAA injection. This means that OGSSAA works on the image which already has FXAA/SMAA applied, resulting in blurred image. If this is the case, SSAA is acting as a magnifying glass making already blurred image (due to pre-applied FXAA/SMAA) stand out.
I say this because if FXAA is enabled/forced through driver, image is no where near as blurry as it does with using injector. Driver forced FXAA is the last step before it leaves frame buffer. (This is why there's no way to capture screenshot with driver forced FXAA).

Anyway, GTA4 with enb SSAA looks great at 5120x3200p resolution = [2x2] OGSSAA from 2560x1600p.
Here're a few screenshots.
http://i.minus.com/iwS1mn8HgRAcB.png
http://i.minus.com/ibzPS5ckoAh7O4.png
http://i.minus.com/ibzPS5ckoAh7O4.png
http://i.minus.com/ibzPS5ckoAh7O4.png
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post #149 of 215
Quote:
Originally Posted by PowerK View Post

Indeed. effect.txt (or option.txt) is responsible for FXAA.
It seems to me that enb SSAA kicks in *after* FXAA/SMAA injection. This means that OGSSAA works on the image which already has FXAA/SMAA applied, resulting in blurred image. If this is the case, SSAA is acting as a magnifying glass making already blurred image (due to pre-applied FXAA/SMAA) stand out.
I say this because if FXAA is enabled/forced through driver, image is no where near as blurry as it does with using injector. Driver forced FXAA is the last step before it leaves frame buffer. (This is why there's no way to capture screenshot with driver forced FXAA).

Anyway, GTA4 with enb SSAA looks great at 5120x3200p resolution = [2x2] OGSSAA from 2560x1600p.
Here're a few screenshots.
http://i.minus.com/iwS1mn8HgRAcB.png
http://i.minus.com/ibzPS5ckoAh7O4.png
http://i.minus.com/ibzPS5ckoAh7O4.png
http://i.minus.com/ibzPS5ckoAh7O4.png

good stuff powerk. that explains a lot. and i think you are totally right with respect to the sequence. makes a ton of sense.
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post #150 of 215
Thread Starter 
Sorry guys, yesterday I was really tired and went to bed earlier, make little changes

Yet, I tried the deleting the effects.txt and the blur was gone! smile.gif

I need to tweak the enb, and I don't know how I'm going to remove these minor bugs, so experiments are really welcome....

I have an idea for the lights reflection, maybe it's the lens flare, just maybe.....

Texture flickering....probably something to do with the view distance and detail distance...or it's just the game...

Somethign we need to solve around here smile.gif
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