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Releases: ThirteenAG/GTAIV.EFLC.FusionFix

GTAIV.EFLC.FusionFix v3.0.4

27 Aug 13:56
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Update v3.0.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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 v3.0.3

24 Aug 17:08
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Update v3.0.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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 v3.0.2

19 Aug 07:30
1a87308
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Update v3.0.3 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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 v3.0.1

18 Aug 15:21
5d22b1a
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Update v3.0.2 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

  • 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 v3.0.0

10 Aug 12:17
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Update v3.0.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

  • 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 v2.5.6

06 Mar 07:57
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Update v3.0 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

  • v2.5.6: Manually redone the vehicle lights fixes on TBoGT exclusive vehicles, certain models had bad meshes i.e. broken normals, smoothing groups etc. due to 3DS Max's faulty import/export scripts

  • v2.5.6: Fixed IV bobber (freeway) & oracle having front indicator lights permanently turned on

  • v2.5.6: All other vehicle fixes previously included in FusionFix have been redone as well for the same reasons as above mentioned

    by @sTc2201

  • v2.5.5: minor startup bugfix

  • v2.5.4: fixed a teleport in one mission if alternative dialogues option was enabled (set alt. dialogues to off, save the game, then upgrade to avoid it)

  • v2.5.3: more softlocking fixes, merged dof settings

  • v2.5.2: minor bugfix

  • v2.5.1: updated asi loader

  • v2.5.0: fixes for img loader

  • v2.4.9: fixed resource usage shift breaking stats menu

  • v2.4.6 - v2.4.8: further improvements to softlocking issue after cutscenes

  • v2.4.5: restored improved startup time, minor shader tweaks

  • v2.4.4: decreased corona reflection multiplier within shaders

  • v2.4.4: experimental bugfixes to avoid game hang/freeze on mission load with high fps (e.g. Off Route)

  • v2.4.3: corrected CD cases model in Bulgarin's apartment

  • v2.4.3: improvements for FXAA and SMAA device reset handler

  • v2.4.2: corrected placement of dancing.wtd

  • v2.4.2: improved performance when using FXAA or SMAA

Gamepad Icons, added Steam Controller to controller icon styles (Xbox 360, Xbox One, PS3, PS4, PS5, Nintendo Switch, Steam Deck)

by Ash_735 and valentyn-l

  • Added an option to enable FXAA, SMAA
  • SSAA and an option to enable SSAA(supersampling), requires restart, affects performance
    by RaphaelK12

GTAIV.EFLC.FusionFix v2.5.5

10 Feb 03:18
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GTAIV.EFLC.FusionFix v2.5.4

01 Feb 03:47
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GTAIV.EFLC.FusionFix v2.5.3

28 Jan 16:18
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GTAIV.EFLC.FusionFix v2.5.2

21 Jan 15:45
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