Description

This file contains both the "modified" .ps files to remove the blur effect from Beef's NVGs AND the instructions on how to enable it. The instructions are specific to GAMMA, but should work with base game Anomaly. On 2023/07/27 I "updated" the .7z upload. The only change made was to the read me.txt. I fixed some spelling errors AND clarified some of the changes that were made.

Preview
Beef's NVG blur removal
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Guest
Guest - - 690,706 comments

Based

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Dexops
Dexops - - 79 comments

Holy ****, finally, someone found a solution for this... you're a real one man.

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Markuzkiller
Markuzkiller - - 342 comments

You are truly a lifesaver, vanilla Beef NVGs are really hard to use on CQC situations.

Thanks a lot or this.

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Mikagu
Mikagu - - 146 comments

For anyone who cares about realism: This is not realistic. I'm not saying this mod is bad, but Beef deliberately made near objects blurry, because thats how night vision goggles work in real life. This is still a great mod, and perfect for anyone not caring about realism in a game. Thanks for uploading!

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Matze1979
Matze1979 - - 68 comments

Hello

I've been waiting for this mod for a long time. thanks for that. 10/10

best regards from Germany

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Kroaat
Kroaat - - 3 comments

it took almost 2 years but we finally have this, thank you very much dude godspeed

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mmoorroo
mmoorroo - - 89 comments

Author, what should i edit if i just want to make it less blur? not entirely un-blured

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RandomNameAndNumber Author
RandomNameAndNumber - - 7 comments

I did a bit of testing on your question tonight. With this not being my code, nor me being any sort of coder, I observed the following:

I opened my "modded" version of "nightvision_gen_3.ps" with notepad, and found the line of code:

//image = lerp(image,half_res_blur,clamp(1-smoothstep(0,15,depth),0.2,1));

I removed the two forward slashes AND then changed one variable to:

image = lerp(image,half_res_blur,clamp(1-smoothstep(0,15,depth),0.2,.60));

I saved this change, and then deleted the anomaly/appdata/shaders_cache folder and restarted the game. It looked to me like that specific variable controls the intensity of the blur, with the 1.0 variable being full blur, vs .60 which is considerably less "blurry" at near distances (60% of the full blur?). Changing that variable to 0.0 seems to have the same visual effect as hashing off that entire line of code which would indicate to me 0%. I hope that isn't too complicated of an explanation, and without checking could assume that modifying the same variable across the other 2 NVG files should offer the same result. .60 is considerably less "blurry" than the 1.0 variable, and may be a good place to start tinkering. Keep in mind that you must delete your anomaly/appdata/shaders_cache after editing these files so that the changes take effect.

I'd say to try it out, and if you do please let me know if you observe the same thing. This is all new to me too lol.

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mmoorroo
mmoorroo - - 89 comments

it works as intended! thank you!

btw, i also tweak the gen 3 color option in "night_vision.h" to somehow resembles MW green-blue, but minus the flashlight effects of said game. ofc that effect can be achieved by turn on head torch on the lowest level of brightness of the NVG.

heres the color code if u want to try,

#define gen_3_saturation_color float3 (0.3,1,0.8)

edit this lines under "// NVG COLOR OPTIONS:"

p.s. by any chance, do u know how to further reduce washout effect of bright lighted object (flashlight, fire, general lighting, etc) aside from in game MCM option?

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ElCaz4dor
ElCaz4dor - - 193 comments

I might end up using this tbh. I can't fight at night reliably.

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Molix1981
Molix1981 - - 113 comments

Great, now just need to find someone who make a flip up device animation...

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StriderGunship
StriderGunship - - 6 comments

Is there any way to also make them a bit less pixelated/noisy?

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vaddix19
vaddix19 - - 1 comments

you are the GOAT

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