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Releases: ThirteenAG/GTAIV.EFLC.FusionFix

GTAIV.EFLC.FusionFix v3.1.1

24 Sep 03:25
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README

  • 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

16 Sep 06:45
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Update v3.1.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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

14 Sep 16:07
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Update v3.1.0 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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

04 Sep 17:36
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Update v3.0.9 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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

04 Sep 15:30
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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

03 Sep 13:38
ebe4a16
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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

27 Aug 17:15
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Update v3.0.6 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • 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 v3.0.4

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