Playing Anomaly with 2GB VRAM like me? Can't afford shader mods because they affect your fps? Feeling hopeless because you can't spice up your Anomaly aesthetics because of potato pc? Then you're in luck, this mod is for you.
This addon was tested in DX9 Basic with a Geforce GT 1030 GPU (2gb VRAM), but it will probably work for DX9 Normal and DX9 Advance. Never tried it in DX10 and DX11, it might work or it might not work I just can't make a promise.
Proof:
What this addon does is it generates bloom and sunshafts (screen_space) depending on the time and weather
For better experience, I recommend (if you want to make it look like the screenshots) to use with:
This addon has two folder inside:
Dynamic Bloom
- 24 hour implementation of the bloom (0AM - 23PM)
- The bloom intensity changes depending on the time of the day.
Static Bloom
- The bloom intensity is constant through out the day. No intensity change depending on the time except dawn and dusk.
- Outdated and unmaintained.
This addon modifies these values found in user.ltx or console, so back up your user.ltx before using this addon. These options will be locked while this mod is installed.
- r2_ls_bloom_fast
- r2_ls_bloom_kernel_g
- r2_ls_bloom_kernel_scale
- r2_ls_bloom_threshold
- r2_sunshafts_mode
Input the values of these settings inside the user.ltx or through the game console in order to experience the changes real time.
- r2_sunshafts_min 0.2
- r2_sunshafts_quality st_opt_low (I don't see any difference in the higher options)
- r2_sunshafts_value 1
- r2_ss_sunshafts_length 0.8
- r2_ss_sunshafts_radius 0.5
- r2_gloss_factor 1.5
- r2_gloss_min 0.1
- r2_tonemap on (if you are planning to use Dynamic Time-based Tonemap Extended)
- r__color_grading 1,1,0 (for yellowish atmosphere)
Weather files than has bloom and sunshafts (these weathers are based on Michikos Weather Revamp Revised):
- w_clear1
- w_clear2
- w_partly1
- [default]
- w_foggy1
- w_foggy2
- w_rain1
- w_partly2
- w_cloudy2_dark and w_cloudy1
- fx_blowout_day, fx_blowout_night, fx_psi_storm_day and fx_psi_storm_night (bloom only)
How to Configure the Dynamic Bloom:
To configure, open the "dx9_dynamic_bloom_and_sunshafts.script" file with a text editor and edit the values these variables at the beginning of the file.
Time Section:
Note: The wider the gap between the values of min, peak, and max. The slower the bloom progression. Same to cloudy weather's start, peak, and end.
- MIN_MORNING_TIME_HOUR - time when will the bloom will start to generate. 0 by default
- PEAK_TIME_HOUR - time when will the bloom will reach its max intensity or a weather's corresponding LS_BLOOM_KERNEL_SCALE. 12 by default
- MAX_EVENING_TIME_HOUR - the time when the bloom will end. 23 by default
- CLOUDY_BLOOM_TIME_START - time when the bloom will start during cloudy days for a beautiful sunset. 15 by default.
- CLOUDY_BLOOM_TIME_PEAK - time when the bloom during cloudy weather will reach its max intensity or the value of CLOUDY_WEATHER_LS_BLOOM_KERNEL_SCALE. 19 by default.
- CLOUDY_BLOOM_TIME_END - time when the bloom on cloudy weather will end. 23 by default
Uninstallation:
I told you to backup your user.ltx before installing this addon. To safely uninstall, replace the user.ltx with the backup one. Don't worry this addon does not corrupt game saves. just retain the old configuration when the addon was installed.
Future Plans:
- Implement a Time and Weather Based Color Grading through (r__color_grading)
Change log:
UPDATE 11:
- Added MCM options for Bloom intensity.
- Fixed the sometimes out of place bloom after sleeping.
UPDATE 10.1:
- Just fixed the startup crash XD
UPDATE 10:
- Now uses a 24 hour dynamic bloom implementation (0AM - 23AM) to simulate the existence of the sun.
- Replaced the get_bloom_multiplier() function with get_bloom_kernel_scale() for Dynamic Bloom script. In order to fully utilize the whole range of r2_ls_bloom_kernel_scale (0.05 - 2).
- Reduced the amount the get_fractional_time() function is being called to one in order to reduce some CPU operation (I dunno if I'm saying this right).
UPDATE 9:
- Enable dynamic bloom for slightly bright weathers for the Dynamic Bloom script
- Optimized the Dynamic Bloom Script
UPDATE 8:
- Fixed "Invalid argument" spam at the console when the Dynamic Bloom script is used
- Moved the bloom start time to 3AM and it ends at 22PM when the Dynamic Bloom is used
UPDATE 7:
- Fixed the crash in the Dynamic Bloom script during 12PM on Bright Weather in the Dynamic Bloom script
UPDATE 6:
- Made the bloom much more dynamic, no more strong bloom during the morning and the afternoon.
- The bloom will start at 5AM, will peak at 12PM (max intensity will be reached), and will decrease until 21PM
- If you don't like the latest update, the UPDATE 5 file is still inside named as "Static Bloom".
UPDATE 5:
- Optimized the script.
- Added a kinda smooth bloom transition depending (still depends on the time, weather, and the existence of the sun)
- Added a slight bloom setting for dusk (18PM - 20PM) and dawn (6AM) which still depends on the type of the weather and the existence of the sun. So that the bloom during dusk and dawn is not too strong.
- Added a slight bloom during cloudy days on dusk (17PM - 20PM)
UPDATE 4:
- Un-commented the on_key_release function. My mistake.
UPDATE 3:
- Add sunshafts in w_cloudy1 and w_cloudy2_dark in 17PM - 20PM. I thought I already did this but I did not in the past updates. Happens when you code while sleepy.
- Lessen the bloom during Emission and Psi storm
UPDATE 2:
- Dark weathers was removed to have a bloom. On UPDATE 1, I accidentally included the Dark weathers to have a bloom. It's a scripting logical error, forgive me.
- Emission and Psi storm weather has a bloom but no sunshafts.
UPDATE 1:
- Emission and Psi storm are not included for real. Why? Because the thunder or lightning looks like a sun when flashing.
This is really intriguing, does this in-engine bloom only work with DX9 or can it also be used in DX11? It sorta looks like dead air's implementation of bloom
i dunno, all i know is that these bloom settings are hidden in the console. Never tried it in DX11 coz my gpu is not that good.
You can try it in DX11, if it works then great
А при чем тут видеопамять и блум? Вообще за дураков людей держите?
well in short I just want others to know that they can improve the game aesthetics even though they have 2gb VRAM without the need to use a shader mod. A simple lighting can be useful for improving the game atmosphere
That's very kind of you. Thanks!
does it work with dx8?
hmmm i think not. Coz dx8 options are with "r1_" word, this mod mostly use "r2_"
I guess I'm asking too much, heh, and wrong too, and weird...... Well, with these things game looks beautiful of course, I wish if shadow sun doesn't reduce FPS too much, like in my situation... thanks to stupid integrated 4 GB of videocard in my laptop..
Sun shadows in DX9 Normal are dynamic which means they change depending on the angle of the sun. While the Sun Shadows of DX9 Basic are static, which means they don't change based on the angle of the sun, I guess they are part of the object texture. DX9 Normal shadows are higher quality than DX9 Basic because they move and uses gpu power to generate.
You can also follow this guide Steamcommunity.com or this guide Reddit.com and add "-noshadows". By adding "-noshadows", dynamic lighting objects like campfires, light bulbs, or headlamps will stop generating object shadows. The only downside is light passes through walls and objects. You can gain some fps in heavy lighting areas like 100 Rads Bar, Underground Maps, or campfires
Thank you, I'll see what I can do.
Love this one. I switched from dx11 to dx9 because of your addon (all dx11 compat graphical overhauls were too heavy)
btw. What do you mean by "Emission and Psi storm are not included for real"?
I did not include Emission and Psi storm weather to have a bloom and sunshafts. Because the sun shafts makes the thunder effects look like a sun. Or maybe I can just return the bloom but not the sunshafts
what kind of AA you use with dx9, just the anomaly smaa or something else too?
you can check the proof pictures, my anti-aliasing is the minimum and the smaa is off. My game resolution is 1280x960, it's a 4:3 ratio
Hello friend, I'm playing in DX9 which I've never been able to do because of my PATATA PC and thanks to your mod I was able to do it for the first time! the Complement Works Excellent very fluid, with very slight stutters in battles, but at a certain point. when sleeping and waking up the game starts to freeze and run very slow to the point of being unplayable, I thought it would be the respawn of the AI but I eliminated all the npc and mutants from the map and it was still the same. I tried closing and opening the game and loading the save when waking up from sleep but it still persists, any idea what could be happening? or maybe my pc is too Potato
I guess your pc is really potato, I also experience the stutter after sleeping but it's not worse than what you experience. And the AI respawn is not only map specific, it's the whole zone or I dunno what meters starting from you IIRC. And don't use particles mod if you have a potato pc.
Ну ты крут, у тебя везде 70 фпс, а ты на Затон сходи или Юпитер и засунь в рюкзак вещей кг на 100 и я посмотрю как ты побегаешь.
The bloom is too much for me on the clear weather, my arms and guns are basically glowing though i manage to fix the glowing gun by lowering the r2_gloss_factor but my arms are still bright like im Jesus, do you have a way to fix this also?
Stick to the shadows XD, just open the script and lower the value of BRIGHT_WEATHER_LS_BLOOM_KERNEL_SCALE which is by default 0.8
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...nomaly\gamedata\scripts\dynamic_bloom_and_sunshaft.script:98: attempt to call global 'get_bloom_multiplier' (a nil value)
stack trace:
When the game starts it crashes :(
pls redownload again, just uploaded a fix
thank you so much
now get out of here stalker XD
Hello friend I have a problem, I know very well that the problem is not the fault of the plugin since it works very well. But since you use DX9 like me and I would like to know if you can help me.
What happens is that when there are storms or heavy rain with lightning everything lights up and stays that way, everything is totally white on my screen and stays that way, it only fixes itself if I change the weather in the debugging menu. It shines so much that it seems that I am dead.. any idea how i can fix it? maybe some console command to help me fix it?
I only experience that phenomenon when using the weather editor. So don't use the weather editor
Entiendo, entonces así sucedió! cuando generé las tormentas en modo depuración. ¿Te ha pasado en ocasiones normales de tormenta que genera el juego?, y gracias por el consejo.
It only happens when I try to switch to the storm weathers in the weather editor.
Please add a customizable bloom threshold option to the mcm menu. The threshold is by default 0 so literally every pixel gets bloom rather than only bright ones. Also your suggested sunshaft settings in the readme are way too strong IMO
I have not updated the README yet, but the documentation here shows that I lowered the sunshaft settings
I don't see any difference between bloom threshold and bloom kernel scale. From what I experience, bloom threshold is just controlling the bloom intensity, kinda the same from bloom kernel scale
The bloom is interfering with shader based scopes. Bloom from the original non-zoomed image is also being applied to the zoomed image so it's not aligned. Could we maybe have an option to disable zoom when 2d scope reticle is active? I have no idea whether that's easy or hard to implement.
can i see some video demonstration?
Streamable.com
I had the bloom strength at max for demonstration
Edit: I just tested the bloom threshold too and at threshold 1.0 bloom still gets applied but only to 100% white pixels. I think threshold is the brightness of a pixel required to apply bloom.
you got any shader mods installed?
Enhanced shaders, beefs nvgs and screen space shaders and shader based 2d scopes
try disabling them first and see. From the looks of it, it looks like there is some reflection stuff going on. You can disable this mod, after all this is just a cheap alternative for graphical shader mods
I know already it's shader based scopes and I know why it happens, I'm just asking for an option to turn the bloom off when scoping in with a 2d scope.
sorry i don't know how to do that... yet
Hi, can you help me? I installed your addon + MICHIKOS WEATHER REVAMP REVISED and DYNAMIC TIME-BASED TONEMAP EXTENDED. But all three of these addons have a conflict with demonized_time_events. Do I need to do something?
And also editing user.ltx, do I need to enter commands in console with those addons and then yours?
don't worry about the demonized_time_events, you can overwrite it. About the commands, yeah enter them in the console to see the changes yourself.
Hi, does this work on 1.5.2?
yes
why did you archived this it looks so nice I wanted to try this
Hi, i decided to archive it because i will no longer maintain this addon. That is because at the span of the development of this addon, I have a mid tier pc and now it's bricked due to power fluctuations.
So now I decided to moved on from developing addons for Anomaly.