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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero

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Sergeanur made a version that works with 1.1 and steam that he sent me via PM: https://www.dropbox.com/s/t3kd31cwkgcx0ib/skygfx_iii_all_versions.rar?dl=0

I haven't tested it and it doesn't have the xbox things yet (since they're not implemented in III yet). I hope I (or Sergeanur) will support more versions in the future.

I tried it but it doesn't seem to work either. Actually I'm a little confused - what are the improvements for GTA 3? It looks like I'll have to wait more :) Thanks for the help anyway.

Edited by stef_92
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Sergeanur made a version that works with 1.1 and steam that he sent me via PM: https://www.dropbox.com/s/t3kd31cwkgcx0ib/skygfx_iii_all_versions.rar?dl=0

I haven't tested it and it doesn't have the xbox things yet (since they're not implemented in III yet). I hope I (or Sergeanur) will support more versions in the future.

I tried it but it doesn't seem to work either. Actually I'm a little confused - what are the improvements for GTA 3? It looks like I'll have to wait more :) Thanks for the help anyway.

 

That's weird, it should be working. Try pressing F7/F8 during gameplay and see if car reflections are changing.
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Sergeanur made a version that works with 1.1 and steam that he sent me via PM: https://www.dropbox.com/s/t3kd31cwkgcx0ib/skygfx_iii_all_versions.rar?dl=0

I haven't tested it and it doesn't have the xbox things yet (since they're not implemented in III yet). I hope I (or Sergeanur) will support more versions in the future.

I tried it but it doesn't seem to work either. Actually I'm a little confused - what are the improvements for GTA 3? It looks like I'll have to wait more :) Thanks for the help anyway.

 

That's weird, it should be working. Try pressing F7/F8 during gameplay and see if car reflections are changing.

 

not even a slightest change. It fells like the asi file is not even loaded.

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In my case it works if I use dinput that is included but put ASI and INI files into the root folder, not the "scripts" one. If I rely on built-in ASI loader and don't copy dinput from the archive the game crashes after loading my savefile.

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In my case it works if I use dinput that is included but put ASI and INI files into the root folder, not the "scripts" one. If I rely on built-in ASI loader and don't copy dinput from the archive the game crashes after loading my savefile.

I tried putting the files both in the rood directory and in the scripts directory. It doesn't work in any of these ways

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Forgot to mention, I didn't try III build at all, I was talking about VC build, I just thought it could help, sadly it doesn't.

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Um, the latest preview is for VC 1.0 only. The multi-version III version is something else...

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I guess I were a bit confusing up there. Here's what I wanted to say: In order to make SkyGFX work on my VC installation I have to observe two conditions:

1) I have to use dinput.dll loader, because otherwise my game crashes after loading savegame. (This is unique for SkyGFX latest build. I never had this issue ever before)

2) I have to place ASI and INI files in the root folder instead of "scripts" because otherwise it just doesn't load.

I thought stef_92's issue with Sergeanur's III build was caused by the same reason.

 

I have clean game installation with only SilentPatch, 13AG's Widescreen and Leftovers Fix. All Visual C++ Redistributables ase installed. Running W8.1 x64. The game version is US 1.0 Retail, EXE hashsum is 42B14E5A.

Edited by Claude Liberty
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Yep, I'm currently working on making skygfx work with both the ultimate asi loader (dinput8.dll) and the default loader. Also I'm separating my d3d9 additions to renderware into a separate dll. That's necessary if more than one asi wants to use d3d9 since otherwise the d3d cache can't work.

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Just a quick little update: skygfx and rwd3d9.dll are working with 1.0 III and 1.0 VC now :) I still have to figure out how to initialize the things a little better and how to separate the car pipeline, but otherwise it's releasable. The cool thing is, skygfx for III and VC are now the same asi :) The code is now written in a way that makes adding support for non-1.0 exes as easy as possible. You pretty much only have to find the addresses now (still very tedious).

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So uhm, this showed up after I upgraded to Windows 10 (I know I'm not the only one with this bug):

 

JMyvajI.png

 

Maybe it's an OS specific thing?

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Can you snap a PIX frame of that? I think someone had this or a similar problem a while ago but we never managed to fix it. I wonder what's broken here...

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Can you snap a PIX frame of that? I think someone had this or a similar problem a while ago but we never managed to fix it. I wonder what's broken here...

Sure I will do it in the morning and post it here.

 

Though something tells me it won't show up with PIX running, but who knows.

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Igor Bogdanoff

It won't. I tried to catch that pokebug in my pixball, but nothing. Uncatchable.

rLDswx2.png1626894873381.gifyardies-in-pip-2022.png

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It's not OS specific - I tend to have it at times too, but of course I never have pix attached when it happens :/

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Yeah the bug disappears with PIX running :/

 

Any other method I can try to "catch" it?

 

EDIT:

It's not OS specific - I tend to have it at times too, but of course I never have pix attached when it happens :/

Thing is it started showing up ALWAYS since I upgraded to windows 10, with windows 7 I never had the issue, so there must be some connection.

 

EDIT2:

 

Or maybe even an .ini option to force reflections off whenever a vehicle explodes, for people who have this bug.

Edited by Reyks
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anyone managed to capture a pix frame of that stream memory bug flickering screen thing? I did once, 1GB size...

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I did once, 1GB size...

Set the resolution to 800x600, files should be much smaller.

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I mean... while PIX running, the said bug CRASHES the game, what I did was capture the frame when the game was slow as f*ck, right before crashing

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The SAMP graphic restore plugin fixed that shiny reflection bug for me , maybe give it a try ?

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Hello again. I tried again that version of the patch which should work on GTA 3 Steam version (https://www.dropbox....rsions.rar?dl=0)
I don't know what I was missing last time but now it's working.
I made some pictures to compare the PS2 and PC reflections:

PS2:
b46cs8.jpg
PC:
2f04zh5.jpg

I didn't change the other option (F8) for the pictures, it should be the default one (PS2). Is this how it should look in PS2? Is this the "correct" look?

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The SAMP graphic restore plugin fixed that shiny reflection bug for me , maybe give it a try ?

Thank you! That fixed the bug :D

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I didn't change the other option (F8) for the pictures, it should be the default one (PS2). Is this how it should look in PS2? Is this the "correct" look?

 

Yes. :)

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For SA:

 

Any word on the rotor issue when vehicle dual pass is enabled? What about postfx atmosphere effect going away with motion blur?

 

Or is it "R* Vision"? ;)

Edited by Snowshoe
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For SA:

What about postfx atmosphere effect going away with motion blur?

That is fixed since a long time ago, update your skygfx.

Edited by inadequate
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iirc that was fixed even before SkyGfx became a thing (ie. back when these were separate ASIs).

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Not sure if aap wanted us to share this yet, but I don't think he'll mind. He recently did trails without any blur.. and it looks amazing.

 

gta-vc%202015-09-09%2004-36-24-56.png

 

gta-vc%202015-09-09%2004-35-00-20.png

 

gta-vc%202015-09-09%2004-35-21-62.png

 

gta-vc%202015-09-09%2004-36-55-56.png

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FINALLY! And it does look better!

Edited by Blackbird88
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The Hero never ceases to amaze us.

VPIctxw.png

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