Releases: ThirteenAG/GTAIV.EFLC.FusionFix
GTAIV.EFLC.FusionFix v3.0.4
Update v3.0.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
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
Update v3.0.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
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
Update v3.0.3 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
-
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
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
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
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
Update v2.5.6 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
GTAIV.EFLC.FusionFix v2.5.4
Update v2.5.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
GTAIV.EFLC.FusionFix v2.5.3
Update v2.5.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest
GTAIV.EFLC.FusionFix v2.5.2
Update v2.5.3 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest