Graphics Plugin v1.4.2 + Next-Gen Shaders 4.05
🕑 Added 2024-12-07 16:56:54 +0000 UTCCHANGE LOG
1.4.2
Screen Space Shadows off by default in old scenes.
Better handling of SSS Layers and ViewBuffers for old scenes.
Now correctly reads Trilight sky colors from the old scenes.
Next-Gen Shaders 4.05
Fix the skin brightness.
Fix Alpha Mask transparency.
1.4.1
Hotfix for spot lights.
Atmospheric Fog feature. The new proper fog system similar to the Global Fog. It have a lot of useful settings and can react to skybox and sun color and position. And more.
Plus a new improvements to CTAA:
Fix for the upsampling. (CINA_SOFT, CINA_ULTRA). Can use instead of Rendered Screenshot upsampling.
Also, interactions between the SSS and CTAA was still a little broken, and could cause bugs with the shadows or shimmering. Stability fix.
Returned the 'Render Mode' and 'Indirect Multiplier' in the Lights options.
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Comments
0n1
@Hanmen, Looks like there's an issue with Mirror Refl Camera related to the graphics plugin. When I load the scene, it loads but when you move the camera around it throws an error in the console. Screenshot of error: https://files.catbox.moe/5ssj1c.PNG Scene: (Only room and related assests, No Character) https://files.catbox.moe/1zu1j4.png
H_bokk
Do you know the anisotropic shaders bug? I bought the mod but there are items that don't appear like "pan", that happens with version 4.2 but version 3 doesn't have those problems.
Hanmen
Update the plugins. I recommend just update the repack.
Tinki
Hello, I load the plug-in after such a prompt, how to solve?↓ Plugin [Graphics 1.4.1] targets al wrong version of BeplnEx (5.4:20.0) and might not work until you update Could notload[Graphics 1.4,1llbecause itlhas missingldependencies: marco,kkapi (v.36 or newer)
AugustEsoterica
Messed with shadows some more today. It took time to figure out how and why some things were happening, but I think I have a better understanding of how it all works and what's going wrong. Point Lights appear to be the source of many of my issues with shadows. (Also, I found the Opacity slider. I assume this replaced Shadow Strength for Point Lights to avoid affecting SSSH?) SSSH = Screen-Space Shadows NGSS = Next-Gen Soft Shadows Potential Bugs: 1. SSSH cannot be Enabled or Disabled if NGSS is Disabled. 2. SSSH remains Enabled even when NGSS is Disabled. (Likely the intended behavior) 3. SSSH Settings cannot be accessed if NGSS is Disabled. 4. Certain Baked Lights appear to be omega scuffed with SSSH shadows when set as the sun source. (sun, sky dummy, whatever. might have something to do with the map itself, not sure) 4. Most (if not ALL) Point Light NGSS values are retained and continue to affect shadows even when NGSS is Disabled and their edit menu is hidden. 5. Point Light PCSS Softness Near and Softness Far values are retained even when the master PCSS toggle is Disabled. As you might imagine, these retained values can very easily lead to confusing situations wherein NGSS is Disabled before they're properly reverted, causing now-hidden values to affect scenes and make them appear different despite every other (visible) setting being virtually identical. My (novice) recommendation would be to move the NGSS values currently found under individual lights to another tab (they appear to be global anyway) and, of course, ensure their values are properly retained. Renaming the Shadow Settings on the Settings tab to Screen-Space Shadow Settings might also alleviate another layer of potential confusion, as well as decoupling SSSH from NGSS entirely as appears to be intended. Other QoL suggestions of dubious implement-ability: A way to reset individual sliders to their default values (ReShade does this with right-click) Nested folder structure for people with way too many presets (I'm aware you can group them this way, but that's only so helpful when you have like 200) A border or something to indicate what cubemap is currently in use Thanks again for the updates, will let you know if I manage to narrow anything else down.
AugustEsoterica
You're right, changing the sun source from the dummy light to an added directional light allowed me to save the sun's position, thanks! Not sure how I never put together that the time of day was linked to the sun's position, either. I'll have to play around with it some more for sure.
Hanmen
1. Skybox time of day depends on the Sun position. I can reccomend to Add the new Directional Light in the Graphics - set Sun checkbox and then you can correctly save the position.
AugustEsoterica
Hey, thanks for the updates. Overall, I've been enjoying your fork of Graphics Mod, though I do have some issues with unpredictability and general bugginess. Here are some potential bugs I've found: 1. The skyboxes seem intended to work with different times of day, but there seems to be no included way to change the time of day in studio other than messing with the ranges, which seems to produce undesired results. For one, the night sliders don't seem to function if you do it this way, up to and including moon settings. 2. Certain skybox values don't save properly with preset and/or scene. As a small example, when I load the scene I've been working on the sun needs to be repositioned every time. I'm fairly certain there are more values not being retained, but I haven't catalogued each instance. I just know that it's very common for me to get scene settings just how I want them, save the scene and preset, then wake up the next day and load in only to find that it looks nothing like how I left it. Even saving a scene/preset, closing Studio, then loading that exact same scene often produces wildly different results when directly compared. This inconsistency makes it very difficult to do scene work that requires it, and I've found that if I don't complete a scene in one sitting, I might have to retake a bunch of screenshots to avoid problems down the line. 3. The Next Gen shadow features are still pretty buggy. Many of the sliders outright don't work or at least seem to do nothing at times, and it's not clear which sliders are intended for next gen shadows, screen space shadows, or light source shadows. Turning on Next Gen Shadows and Screen Space Shadows at the same time seems to break things fairly often, inducing incredibly dark, blotchy shadows across the entire scene (perhaps more often with sky dummy light as the sun source?), but even using next gen shadows alone often leads to ugly, splotchy/lined shadows. With the introduction of Next Gen shadows, old/light source shadows appear to have lost certain functionality. The Shadow Strength slider, for example, appears to have changed functionality entirely. I believe it controlled shadow alpha before, but now it's doing something with softness or blur(?). At a shadow strength of 0, shadows continue to be visible for most light sources. I'm fairly certain more old shadow functionality was lost with the inclusion of next gen shadows, but I'd have to test more to name them specifically. In general, shadow behavior is unpredictable and difficult to manage. I spend a frustrating amount of time chasing down light sources and fiddling with sliders to alleviate ugly shadow issues, only to find that whatever positive changes I made are lost when changing FoV or adding a new light source or any number of other actions. Repeat ad nauseum. 4. Many of the new sliders retain their values regardless of whether the parent feature is toggled on or not. To recreate this easily, toggle color grading on, check AgX and the brightness slider, increase brightness, then toggle color grading off. The increased brightness will be retained. The global post processing weight slider fails to affect these retained values as well. 5. SEGI behavior is still unpredictable on the best of days, and often has the consequence of adding highlights/bright reflections to eyes when using Next Gen Eyes 2. I've messed with every conceivable SEGI value and Next Gen Eyes 2 value to alleviate this, but I still can't seem to fully eliminate obnoxiously glowing eyes. 6. I've noticed performance hits from earlier versions even with ALL features toggled OFF and the post processing weight slider at 0. This may have to do with the retained values I mentioned above. When toggled ON, SSS seems to be a massive resource hog even at the lowest settings. 7. I mentioned this forever ago, and I never saw anything in the patch notes to confirm it was changed, but please correct me if I'm wrong: Auto-Focus for Depth of Field still randomly breaks, usually when loading a scene. Possibly when changing presets? Creating a folder as a target method doesn't work when this happens. The focal distance slider simply locks and won't move until Studio is restarted. (automatically, it can still be adjusted manually) I personally stopped using the graphics mod DoF because of this issue. I haven't tested recently, but as it was present in older versions and wasn't mentioned (to my knowledge) in the patch notes, I have no reason to believe it was fixed at any point. I'm sure there's more, but I'm doing this from memory at the moment. I'll try to remember to add things if and when I think of them.
Esc Pass
Friends, do you know how it feels to watch scene playback on 4080S with only 40FPS? :)
Esc Pass
What I'm worried about is not this issue. We used RTX4080S to test the frame rate. In the long run, 5090 will probably be able to meet the performance.
Saul Goodman
And it seems like the frame drop sticks, until restarting studio. So if I load an old preset it will ruin the framerate in any other preset I load, even the new one I made. So you gotta make the new one starting with the default studio settings and create the new preset from there.
Saul Goodman
He might have to recreate his presets, starting from default. I did notice that using some of my old presets caused a frame drop. But I took screenshots of my settings and recreated the preset from scratch and got a ~20% bump in framerate, with all the same settings.
Hanmen
it's screen-space shadows artifacts. Try to check it's settings.
0n1
Hey @Hanmen; so I have a couple of examples where there's some strange shadowing regardless of any preset I use. Take a look at and let me know what you think. https://files.catbox.moe/n9afe9.png https://files.catbox.moe/4ehtmu.png With arrows https://files.catbox.moe/fj4qob.png Added one with a different preset and of the preset name
Hanmen
UPDATE on this. CINA_ULTRA , SOFT not compatible at all with rendered screenshot.
RMZ
Upscaling and resolution multiplier are at 1 and the resolution is 3840x2160, same as my monitor. Running the game in fullscreen.
Hanmen
F11 not working unless you disable upscaling and use original resolution. Or use normal screenshot F9
RMZ
When using CTAA soft or ultra the F11 screenshots come out black. Am I doing something wrong? Used to work without problems in 1.3. No upscaling enabled.
Esc Pass
He has tried all switches and cannot return to the FPS value of version 1.1. He is at work and cannot communicate with you, I will tell him!
Hanmen
ofc because new features costs more. But can be toggled off.
Hanmen
Possible, if using Next Gen Shadows.
Esc Pass
My friend bought and tested the 1.4 version. In the same scene, the 1.1 version had an FPS of 101! The 1.4 version had an FPS of 66! No additional effects! Please let me know if he is working!
Esc Pass
I heard that the new version has a 30% lower FPS than version 1.1
Hanmen
Fixed the issue.
Saul Goodman
Seems that new version of skin shaders is significantly darker. After some testing it seems to be the Test albedo option under material editor. Old version default was 1.3 and it was adjustable. New version says 1.3, but it's not adjustable and looks more like it's set at 1.0 I'll DM you some screenshots