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update readme
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ThirteenAG committed Dec 22, 2024
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30 changes: 16 additions & 14 deletions readme.md
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Expand Up @@ -167,27 +167,28 @@ Note: most of this content requires additional modifications by the end user to

**Special thanks to [Parallellines0451](https://github.com/Parallellines0451) [AssaultKifle47](https://github.com/akifle47), [RaphaelK12](https://github.com/RaphaelK12), [robi29](https://github.com/robi29) and [\_CP_](https://github.com/cpmodding) for directly contributing with fixes, to [Shvab](https://github.com/d3g0n-byte) for making RAGE Shader Editor.**

**Fusion Fix uses dx hook to implement some features. It causes certain 3rd party software to crash/hang the game. To avoid this, Fusion Fix prevents [certain dlls from injecting into the game's process](https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/blob/master/source/dllblacklist.ixx#L15).**
**Fusion Fix prevents [certain dlls from injecting into the game's process, to avoid issues](https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/blob/master/source/dllblacklist.ixx#L15).**

### General
#### General
- Fixed z-fighting
- Fixed object pop-in caused by version 1.0.6.0
- Improved screen door transparency
### Lighting
#### Lighting
- Fixed volumetric lights occlusion
- Restored console foliage translucency
- Added an improved tree lighting mode based on PC
- Fixed orange glow under trees
- Fixed mismatched intensity of shadow casting lights causing visible pop-in
- Fixed lights that were made invisible with version 1.0.6.0
- Fixed black normal map halos on several surfaces such as asphalt, sidewalks and rocks
### Shadows
- Restored shadow filter from versions prior to 1.0.6.0 and also added an improved one based on it
#### Shadows
- Restored rotated disk filter from versions prior to 1.0.6.0
- Fixed large shadow artifacts visible from high altitudes
- Fixed shadowmap being erroneously blurred before the lighting pass
- Fixed shadows stretching at certain camera angles
- Fixed shadow view distance being lower than the actual rendered distance
- Fixed cutoff penumbras of distant shadows
- Restored normal offset bias from versions prior to 1.0.6.0
- Added contact hardening shadows
- Fixed disconnected night shadows
- Fixed blur artifacts between shadow cascades under some conditions
- Added "pseudo" shadow cascade blending to reduce the disparity between cascades
Expand All @@ -196,20 +197,20 @@ Note: most of this content requires additional modifications by the end user to
- Fixed incorrectly offset shadows on water
- Fixed flickering when shadows of transparent objects overlap
- Added parameters to control shadow softness and bias
### Post processing
#### Post processing
- Split depth of field, motion blur and stippling filter into separate passes to prevent overlap
- Fixed color banding, most noticeably in the sky
- Added a mask to selectively filter screen door transparency
- Fixed depth of field and bloom not scaling correctly at resolutions higher than 720p
- Improved bloom weights and stability in motion
- Fixed excessively blurry screen compared to consoles caused by leftover anti aliasing code
- Restored console bloom and auto exposure
- Restored console timecyc gamma bump
- Fixed flickering auto exposure
- Fixed motion blur losing intensity at high framerates
- Fixed incorrect TLAD noise tiling on water quality levels other than medium
- Fixed TLAD noise aspect ratio
- Added a console-like gamma toggle
### Reflections
#### Reflections
- Restored console behavior for tree and terrain reflections
- Fixed excessive specularity of several meshes in Alderney
- Fixed distorted vehicle reflections
Expand All @@ -220,22 +221,23 @@ Note: most of this content requires additional modifications by the end user to
- Restored console environment reflection intensity
- Fixed distorted mirror reflections at certain camera angles
- Restored console mirror blur
### Particles
#### Particles
- Fixed soft particles
- Fixed stuttery particle animations caused by version 1.0.5.0
- Fixed rain being almost invisible, especially at night
- Fixed rain streaks becoming shorter at high framerates
### Water
#### Water
- Fixed flickering outlines around shores and thin objects
- Fixed invisible water foam
- Improved shallow water transparency and improved foam texture
- Fixed incorrect water texture tiling on quality levels other than medium
- Fixed flat, mirror-like water surface on AMD graphics cards
- Removed broken shore foam effect
### Misc
#### Misc
- Fixed outlines around objects when using DXVK
- Partially restored console object fade speed
- Fixed terrain pop-in
- Reduced procobj pop-in for the default view and detail distance values
- Partially fixed building windows visible near the far plane if emissive depth write is disabled
- Adjusted tree mipmap bias
- Restored fence mipmap bias from versions prior to 1.0.6.0
- Fixed incorrect texture filtering used in several shaders
- Added a parameter to control the alpha threshold of tree leaves
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12 changes: 12 additions & 0 deletions source/fixes.ixx
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Expand Up @@ -551,6 +551,18 @@ public:
if (!pattern.empty())
injector::WriteMemory<uint8_t>(pattern.get_first(0), 0xEB, true); // jz -> jmp
}

// Subtract Contrast slider value by 1 internally, same as on Xbox 360
{
auto pattern = find_pattern("F3 0F 59 C7 0F 2F C8 76 05 0F 28 C1 EB 05 0F 2F E0 76 16", "F3 0F 59 C6 0F 2F E8 76 05 0F 28 C5 EB 05 0F 2F D8 76 16");
if (!pattern.empty())
{
static auto ContrastSliderHook = safetyhook::create_mid(pattern.get_first(0), [](SafetyHookContext& regs)
{
regs.xmm0.f32[0] -= 1.0f;
});
}
}
};
}
} Fixes;

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