From fbc462db3babc14bf82cc316a175ce0eac45b2a9 Mon Sep 17 00:00:00 2001 From: ThirteenAG Date: Sun, 22 Dec 2024 20:02:20 +0800 Subject: [PATCH] update readme --- readme.md | 30 ++++++++++++++++-------------- source/fixes.ixx | 12 ++++++++++++ 2 files changed, 28 insertions(+), 14 deletions(-) diff --git a/readme.md b/readme.md index 192ec839..e3594802 100644 --- a/readme.md +++ b/readme.md @@ -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 @@ -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 @@ -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 diff --git a/source/fixes.ixx b/source/fixes.ixx index a0d71503..545a22ec 100644 --- a/source/fixes.ixx +++ b/source/fixes.ixx @@ -551,6 +551,18 @@ public: if (!pattern.empty()) injector::WriteMemory(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; \ No newline at end of file