Releases: ThirteenAG/GTAIV.EFLC.FusionFix
GTAIV.EFLC.FusionFix v3.5.1
- Improved DOF and bloom
- Improved water foam texture
- Cutscene stutter improvements
- Restored X360 contrast slider behavior
- Fixed broken explosion particle transparency
- Fixed helicopter pitch up anim
GTAIV.EFLC.FusionFix v3.5.0
Update v3.5.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
- Improved DOF and bloom
- Improved water foam texture
- Cutscene stutter improvements
GTAIV.EFLC.FoamFix v3.4.0
Update v3.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
- Water foam fix
- Improved PCSS/CHSS: better visuals, performance and added customizable settings
- Fixed minimap blip animations at high framerates
- Added a setting to display ped health with free aim
- Added a setting to toggle between PC and console car reflection intensity
- The mouse cursor is now hidden when using a gamepad
- Fixed visualSettings.dat rain.ambient, rain.wrapscale and rain.diffuse not doing anything
- Fixed flickering outlines around shores
- Improved water transparency
- Fixed radio reset after cutscene
GTAIV.EFLC.FusionFix v3.1.1
Update v3.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.1.1: Fixed dark phone screen issue when some of the post-fx options were enabled.
-
v3.1.0: Fixed an issue with "Cutscene Only" DoF setting
-
v3.0.9: Added ForceNoMemRestrict parameter, this commandline option is enabled by default when using Fusion Fix now
-
v3.0.9: Fixed camera stutter when swimming with a controller
-
v3.0.8: fixed CLEO Redux compatibility
-
v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call
1111111111
to enable and disable them(not recommended). -
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.1.0
Update v3.1.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.1.0: Fixed an issue with "Cutscene Only" DoF setting
-
v3.0.9: Added ForceNoMemRestrict parameter, this commandline option is enabled by default when using Fusion Fix now
-
v3.0.9: Removed black void under the skydome
-
v3.0.9: Fixed camera stutter when swimming with a controller
-
v3.0.8: fixed CLEO Redux compatibility
-
v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call
1111111111
to enable and disable them(not recommended). -
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.0.9
Update v3.1.0 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.0.9: Added ForceNoMemRestrict parameter, this commandline option is enabled by default when using Fusion Fix now
-
v3.0.9: Removed black void under the skydome
-
v3.0.9: Fixed camera stutter when swimming with a controller
-
v3.0.8: fixed CLEO Redux compatibility
-
v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call
1111111111
to enable and disable them(not recommended). -
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.0.8
Update v3.0.9 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.0.8: fixed CLEO Redux compatibility
-
v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call
1111111111
to enable and disable them(not recommended). -
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.0.7
Update v3.0.8 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call
1111111111
to enable and disable them(not recommended). -
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.0.6
Update v3.0.7 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.0.6: Headlight Shadows option moved from ini to main menu
-
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47
GTAIV.EFLC.FusionFix v3.0.5
Update v3.0.6 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"
-
v3.0.4: more softlocking fixes with very high fps
-
v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)
-
v3.0.2: Fixed IMG counter display issue.
-
v3.0.1: Added in-game "Tree Alpha" setting.
-
v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.
-
v3.0.1: Fixed AA not being applied properly if motion blur is enabled.
-
v3.0.1: Fixed dark edges of PC grass textures.
-
v3.0.1: Improved tree lod textures.
-
v3.0.1: Added gta_trees_extended shader with normal and specular support
-
v3.0.1: Fixed missing lod lights in cutscenes.
-
v3.0.1: Added translations for in-game warnings.
-
v3.0.1: Added more episodic content checks.
-
Fixed glass shards not being colored
-
Added Sun shafts
-
Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle
-
Fixed camera stuttering while sprinting and turning with a controller
-
Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows
-
Increased shadow render distance to pre 1.0.6.0 levels
-
Fixed grass height
-
Fixed rifle firing delay
-
Added option to enable various episodic features (mod compatibility)
-
Added options to customize shadow blur, bias, cascade blending and filter quality
-
Added an option to fix autoexposure
-
Refactored code of several fixes and features, and generally improved performance
-
Improved depth of field quality
-
Split postfx into separate passes to fix overlapping effects
-
Fixed sky banding and color banding in general
-
Restored console timecyc gamma bump (boosts gamma by a small amount)
-
Ported postfx improvements to the phone camera
-
Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities
-
Improved shadow filtering
-
Improved shadow cascade blending and reduced pop-in
-
Fixed shadow stretching or "aspect ratio" at certain camera angles
-
Fixed shadow view distance being lower than the actual rendered distance
-
Fixed distant shadows with cutoff penumbras
-
Fixed blur artifacts between shadow cascades under some conditions
-
Fixed shadow artifacts on water in some places and camera angles
-
Fixed self shadowing issues with high FOV
-
Fixed flickering when shadows of transparent objects overlap
-
Added parameters to control shadow softness and bias
-
Fixed outlines around objects when using DXVK
-
Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks
-
Improved tree vertex AO
-
Partially fixed emissive windows visible through the fog near the far plane with depth write disabled
-
Improved rain intensity calculation
-
Fixed stuttery particle animations caused by patch 1.0.5.0
-
Improved tree transparency and texture detail at long distances
-
Added user defined "tree alpha multiplier" parameter to control leaf transparency
-
Reduced procobj pop-in, but only up to about 25 view and detail distance
-
Partially restored console object fade speed
-
Removed screen door transparency from decals and some other shaders that shouldn't have it
-
Fixed some opaque objects being erroneously included in the "stipple mask"
-
Restored corona depth test in water reflections
-
Added corona reflection intensity multiplier parameter
-
Restored console behavior for terrain reflections
-
Fixed white reflections on some meshes in Alderney caused by a previous tweak
-
Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects
-
Updated fixed Lampposts and disabled Lamppost objects' Night Shadows
-
Added emissive depth write fix
-
Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines
-
Localized FusionFix menu strings - might contain translation errors
-
Raised Vehicle Livery limit, from 4 to 127
-
Exposed Extended Limits
-
Fixed P90 being selectable in vehicles on keyboard
-
Removed broken shore foam effect
-
Removed an option to customize rain droplets blur intensity
-
Removed SSAA
-
Removed Shadow Filter option
-
Removed Improved Definition option - only Classic and Extra stays under off/on options
Contributors (click to expand)
@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47