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Gta 5 Shadow Lod Fix

  1. This fixes the problem of shadows disappearing about 7 feet from your grapheme, I found it very annoying, especially around concatenation link fences, they would but completely disappear just feet away, these shadows remain at a long distance, the links may slim out as you get further, but they remain, and more importantly it fixes ground shadows merely appearing and disappearing depending on your altitude.

    Yous Must Brand The File "READ ONLY" After Any Editing, The Game Will Modify Settings Dorsum To Default Values If Yous Don't

    Only the next two values need to exist changed, yous demand to open your settings.xml file in My Documents/Rockstar Games/GTA V/settings.xml

    Find these ii values

                              <Shadow_SplitZStart value="X.XXXXXX" />     <Shadow_SplitZEnd value="X.XXXXXX" />
    and alter them to this
                              <Shadow_SplitZStart value="one.000000" />     <Shadow_SplitZEnd value="0.999900" />
    To make Shadows fifty-fifty better you tin make sure you have these enabled, or in the case of ShadowDistance put it anywhere from ane.000000 to ane.90000 without problems, although it volition use more than resources the higher the altitude, putting it above i.900000 can cause a small shadow glitch to the front right of your character.
    <Shadow_Distance value="1.900000" /> <Shadow_LongShadows value="true" /> <Shadow_SoftShadows value="5" /> <UltraShadows_Enabled value="true" /> <Shadow_ParticleShadows value="true" />
    <Shadow_SoftShadows value="iv" />
    for AMD soft shadows, 123 for depression medium high

    VIDEOS 1080p Better Shadows Video Now Upwardly, 1080p Vanilla Before long

    Vanilla Shadows

    Sentry Vanilla Shadows for Reference

    Improved Shadows (VIDEO two 1080p)

    Watch Improved Shadows in Action

    IMAGES

    EDIT: Here are some pics of my shadows in when working properly

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    [​IMG]

    [​IMG]

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    [​IMG]

    BEFORE Shadow Set (taken from user fabioid)

    [​IMG]
    [​IMG]
    [​IMG]

  2. Thanks for sharing.I might try it out run into how it goes.
  3. You're welcome, I uploaded some videos in 720p last night, this was before the shadows are equally good as they are now, just y'all can nevertheless see the comeback pretty easy, simply watch the shadows of the chain link fence on the wall

    Vanilla version
    https://world wide web.youtube.com/watch?v=nPLrrViwHqA

    My Version, uploading what shadows await like with current settings now, this is from yesterday
    https://world wide web.youtube.com/watch?5=u3Fs_ftMWok

  4. Thanks mate i needed this :)

  5. You're welcome, in case I forgot to mention, brand sure to make the file read only or it will get changed back when you enter the menu.
  6. Shadows are still rendering as I walk. How can I gear up it?
  7. Did you recollect to brand the file Read Only?

    also open the file in your browser to brand sure there aren't any errors

    The <Graphics> settings in your file should something like this, although your values for other properties might be different

                              <graphics>     <Tessellation value="3" />     <LodScale value="ane.000000" />     <PedLodBias value="0.000000" />     <VehicleLodBias value="0.000000" />     <ShadowQuality value="iii" />     <ReflectionQuality value="three" />     <ReflectionMSAA value="two" />     <SSAO value="ii" />     <AnisotropicFiltering value="sixteen" />     <MSAA value="0" />     <MSAAFragments value="0" />     <MSAAQuality value="0" />     <TextureQuality value="2" />     <ParticleQuality value="2" />     <WaterQuality value="2" />     <GrassQuality value="3" />     <ShaderQuality value="2" />     <Shadow_SoftShadows value="five" />     <UltraShadows_Enabled value="true" />     <Shadow_ParticleShadows value="true" />     <Shadow_Distance value="1.900000" />     <Shadow_LongShadows value="true" />     <Shadow_SplitZStart value="1.000000" />     <Shadow_SplitZEnd value="0.999900" />     <Shadow_aircraftExpWeight value="0.999999" />     <Shadow_DisableScreenSizeCheck value="truthful" />     <Reflection_MipBlur value="truthful" />     <Texture_MipLodBias value="0" />     <FXAA_Enabled value="true" />     <TXAA_Enabled value="fake" />     <Lighting_FogVolumes value="true" />     <Shader_SSA value="simulated" />     <DX_Version value="2" />     <CityDensity value="1.000000" />     <PedVarietyMultiplier value="1.000000" />     <VehicleVarietyMultiplier value="0.100000" />     <PostFX value="ii" />     <DoF value="true" />     <HdStreamingInFlight value="truthful" />     <MaxLodScale value="1.000000" />     <MotionBlurStrength value="0.000000" />   </graphics>
  8. Hither is like this:
                              <graphics>     <Tessellation value="1" />     <LodScale value="1.000000" />     <PedLodBias value="0.000000" />     <VehicleLodBias value="0.000000" />     <ShadowQuality value="3" />     <ReflectionQuality value="three" />     <ReflectionMSAA value="0" />     <SSAO value="2" />     <AnisotropicFiltering value="0" />     <MSAA value="0" />     <MSAAFragments value="0" />     <MSAAQuality value="0" />     <TextureQuality value="1" />     <ParticleQuality value="1" />     <WaterQuality value="2" />     <GrassQuality value="1" />     <ShaderQuality value="2" />     <Shadow_SoftShadows value="five" />     <UltraShadows_Enabled value="simulated" />     <Shadow_ParticleShadows value="true" />     <Shadow_Distance value="1.900000" />     <Shadow_LongShadows value="true" />     <Shadow_SplitZStart value="1.000000" />     <Shadow_SplitZEnd value="0.999900" />     <Shadow_aircraftExpWeight value="0.990000" />     <Shadow_DisableScreenSizeCheck value="true" />     <Reflection_MipBlur value="true" />     <FXAA_Enabled value="true" />     <TXAA_Enabled value="false" />     <Lighting_FogVolumes value="truthful" />     <Shader_SSA value="true" />     <DX_Version value="2" />     <CityDensity value="one.000000" />     <PedVarietyMultiplier value="one.000000" />     <VehicleVarietyMultiplier value="1.000000" />     <PostFX value="two" />     <DoF value="false" />     <HdStreamingInFlight value="true" />     <MaxLodScale value="0.000000" />     <MotionBlurStrength value="0.000000" />   </graphics>

  9. Your trouble seems to be that because you accept AnisotropicFiltering set up to 0, it makes them blurry right in front of you no matter what, Anisotropic Filtering changes the style textures on the ground are displayed at oblique angles, having them at 0 will make the shadows on textures blurry no matter what y'all do, set information technology to 16, should prepare the effect, P.S. - AF uses very little resources, no point in having it at 0 really.
    Also put Ultrashadows on Truthful.

    If you are having issues with performance there are a few lines you change to continue the shadows by optimizing other values to make it run amend, here are a few, there are more than in the settings.xml in the games archives but I need to practice more than testing to run across which ones work properly if I over ride them from the settings.xml in my documents folder

                              <LodScale value="0.800000" />     <PedLodBias value="0.000001" />     <VehicleLodBias value="0.000001" />
    For vehicle and ped bias you are adjusting their Level of Detail bias, the college the value the more detailed characters look at a altitude, so a value of 0.900000 is going to give you really high quality levels at greater distances, but the higher the value the more resources it eats upwards, you lot tin can put the main LODScale at 0.800000 instead of 1.000000 and get a bound in framerate with a pretty unnoticeable deviation, below that you start noticing
  10. Ultrashadows setting is the "loftier shadows" ingame advanced graphics isn't information technology ? Well this eats a lot of gpu power no matter what PC you have.. nice attempt man still if it needs the ultrahigh settings is no practiced for performance reasons only. Better have that ugly shadow sh!t with 60fps.

  11. I'm non sure what it is in game, even with settings maxed it says Ultra Shadows are disabled, you lot don't demand Ultra Shadows (though it looks nicer), you only need to gear up the split to go on shadow blurriness around your grapheme to a minimum, and improve the transition from higher to lower quality shadows when approaching and moving abroad from shadows, it also stops shadow pop in from small objects that hang off buildings, usually every bit yous become close to part of a edifice that'southward only popping out a foot or less the shadow will appear correct in front of y'all, at that place is an case in both videos where I look at the top of the wall at an object that is popping out, in the vanilla information technology'due south partly adumbral, in the other it's fully shadowed.

    I have a 4GB 760 and was able to run information technology earlier the 2nd update while using 3.3GB of Vram at nigh 45 FPS maxed, now it uses only 2.5GB subsequently second update with all settings maxed, I think people with cards like 770s, 780s, 970s, 980s, 280x, 290x are going to exist able to easily run information technology at or around threescore FPS without issue with Ultra Shadows, if non they can however achieve much amend shadows.

  12. And so, offtopic, pedLodBias and VehicleLodBias

    More than ways better or less?

  13. For PedLODBias the higher the better, 1.00000 gives you no detail popular in as peds get closer, LODbias control the distance at which the game switches to lower level mip maps, by default the highest information technology volition get through in game options is 0.200000, with loftier beingness at 0.100000, simply if yous want detailed Pedestrians no matter what altitude but move it closer, or all the style upwards to 1.000000, even 0.500000 will make detail pop in completely unnoticeable, when you see your first crowd of people merely walk up and walk away to see they remain fully detailed instead of switching to lower res maps at about 20 feet.

    So more than ways better, the higher the distance before switching to lower res textures, same for auto LODs

  14. But this sure comes with a huge Performance touch doesn't it?

    I mean , does this tweak accept any bear on whether or not the "Extended Distance Scaling" is enabled or disabled ,or this is a different?

    The pop-ins are noticeable ,would this eliminate information technology?and if so , at what performance cost?

  15. The Ped and Car LODs aren't huge resource hogs just they will consume upwardly more resources at higher levels, I've plant 0.500000 to be the sweet spot, and yes this value is changed by distance scaling in game, but will only go to a maximum of 0,200000, other things like Density can exist put in a higher place 1.000000, but LOD bias has a max of 1.000000, keep in mind that increasing density is going to give you lot more people and cars, but it really hits operation, there is a line inside a file in the games archived files that limits cars to 130 on screen at once though and it tin can't be over written by the settings.xml, I tried information technology at 2.000000 and crashed the game, at 1.ii information technology's noticeably denser but takes virtually 8-x FPS of my full FPS.

    For anyone here thinking this is for resource optimization, it'south not, until nosotros can edit files in OpenIV for GTA Five I volition non be able to create a proper optimization file, however I have extracted the games files and optimized values, the optimization files, and a handling file that uses GTA IVs handling.dat data for how cars handle are both almost done, just neither can exist used until files in the games athenaeum tin can be replaced.


  16. Could y'all post your setting.xml with modded density?

    I am curios to see the difference

  17. Give thanks you for the detailed explanation. I practise want more people in my screen.
    Hopefully there is a way to override the 130 limit.

    And so I maxed out pedlodbias and vehiclelodbias to i.0, put the 2 lod variables to 2.0 (even though 1.0 is limit) and put pedvariety and vehicle variety to 2.0, and density to two.0
    Even though the framerate was good, the game was stuttering pretty bad, is this a directx11 bottleneck or engine clogging?

    Used the max settings for each variable along with 0.6 for both bias, and i.3 density, its all back smooth.

    You can still run into cars poping in the distance when driving on highways at high speeds with modded cars. I promise there is a 'true' ultra preset for GTAV.

  18. fabiobad

    fabiobad Active Member

    Messages:
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    GPU:
    mmm... this method doesn't work for the getting rid of the ugly shadow box that surround the player :/
  19. signex

    signex Ancient Guru

    Messages:
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    GPU:
    Shadows didn't get whatever improve for me, i really desire to get rid of blurry ugly shadows in the altitude and brand them sharper.
  20. Results:

    Shadow_Distance value="1.900000" />
    this is the aforementioned setting ingame "extended shadow altitude" which goes up to 2.0 (max)
    pocket-size difference with a pocket-size fps loss

    Shadow_LongShadows value="truthful" />
    same,ingame "long shadows" , zippo to do for better shadows..more accurate due to moving lord's day simply. Very small difference, almost unnoticeable,no fps loss at all,

    Shadow_SplitZStart value="1.000000" />
    Shadow_SplitZEnd value="0.999900" />

    weird..I went to edit and I found already these values to my settings..anyway very small difference to very close shadows only with no fps loss.

    ALL these have nothing to practice with the shadow box that many we accept come across (except "extended shadow distance" which makes it worse the more than you extend them)

    If at that place was a possible way to practise that y'all know that you lot won't be able to play the game,right? I hateful you would see a slide show...
    It'south like in Skyrim if yous have played that game,the more than far you desire shadows to exist rendered the uglier they are,aforementioned goes in this game.
    Try if you desire this setting and check ingame:
    Shadow_Distance value="0.000100"

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Gta 5 Shadow Lod Fix,

Source: https://forums.guru3d.com/threads/gta-v-shadow-fix.398817/

Posted by: borgmantheiche.blogspot.com

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