comprehensive weather and grading overhaul for Anomaly
RAW is a comprehensive visual overhaul of the Zone, made with the goal of a maximum visual impact achieved with minimum tools, hassle and performance loss. It is a combination of reshade color grading and weather system redesign and will cost about 5-15 frames of performance.
It has started as a quick curiosity dive into the weather editor and ended as a full overhaul pet project for the game using just the standard game weather assets and reshade. It is the only mod contribution I will have ever made - everyone is free to build and expand upon it further, if you like, to keep making the Zone look more stunning and haunting. Have fun.
All the info about installation, FAQ, and recommended addons below, after the gallery.
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All screens taken during actual gameplay at 60fps with no special tweaks, using mid-high settings complemented with addons: SSS, GTR, CVFX 3.5 and Upscaled Skies. Note that night-time images may exhibit some banding due to png/jpg compression - it won't come across in the actual game.
===================================
- form & function: RAW is about striking the optimal balance between beautiful visuals and game playability that takes into consideration all of the x-ray engine's quirks. Absolute realism is not the goal.
- quality over quantity: less variations and skyboxes, much more attention to details.
- seamless horizons: minimised rough edges and weird artifacts where terrain and sky meet in the distance
- seamless transitions: cherry-picked skyboxes with smooth hourly transitions
- subtle eye-adaptation: interiors and exteriors balanced at day and night, without crazy jumps in exposure
- striking weathers: each weather feels distinct with unique pros and cons, with multiple wind variants for Arszi's radiation overhaul mod and systemic tree sway that allows to tell just how strong the wind is at a glance.
- beautiful, playable nights: night weathers designed to be dark but playable even when you loose your NVGs and go against x-ray engine enemies that behave as if they all had thermal vision. Now you may actually see them almost as well as they can see you, with visibility tweaked for the optimal ratio between realism, stylisation and good gameplay.
- fog and atmospheric haze: Instead of removing fog and stretching draw distance beyond what the game was designed for, RAW embraces it. It respects the limitations of the old engine and level geometry and utilises fog as artistic tool as well as to cover the various imperfections, just like original Stalker developers did. Those are old, old maps.
==================
Clear weather reveals the beauty of the Zone in all its stark glory. Extreme visibility during day and clear and visible nights air sharpshooters, but the strong, high-contrast summer sun can pose a different kind of risk to a Stalker's perceptions, especially an unwary ones positioning himself uphill and against the sun, or trying to peep into shadowed areas while himself standing out in the sun.
Partly Clear weather is pleasant and subdued, with visibility ranges reduced by atmospheric haze, but also much less sharp sunlight contrast to worry about on the flipside. Variating pockets of sunlight and overcast make for perfect moderate conditions for a roadside picnic.
Cloudy weather is bleak and darkly but with fairly low-contrast. It is also near pitch-black at night.
Foggy weathers have seriously compromised visibility ranges but scattered full-moon lighting provides sufficient exposure to navigate at night.
Rains have 3 degrees of intensity, from a joyful summery shower to biblical downpours.
Storms split between those that rage directly on top of you and those that can be heard raging far away but which ultimately went past you... or are coming towards you yet.
===========
Q: is RAW the greatest thing ever?
A: probably not
Q: ok, but it is pretty good, right?
A: yes
Q: how complicated is the installation?
A: download one shader using provided link, then drag and drop RAW into Anomaly. About 1 minute.
Q: is the reshade bloated with a million effects and heavy on performance?
A: RAWshade is tight like a bowstring, with no unnecessary bloat, however it will still take 5-15fps regardless. This is why nvidia/amd upscaling technologies are very helpful with reclaiming frames by rendering at lower resolutions and upscaling to higher ones.
Q: is the reshade even necessary?
A: Yes, it is integral to RAW. It's like a post-production structure that pulls together a few smart tricks that allow weathers to look the way they do.
Q: but do I really need to download a shader effect from some link?
A: Yes. 'Film workshop' is free but can't be redistributed by others. It is crucial to achieve the RAW's final look because of the shadow-compressing tool that it has.
Q: will RAW work with x addon / version / rendering?
A: I don't know. It was built using the 1.5.1 & 1.5.2 dx11 version of Anomaly.
Q: but it is ok for me to test and find out, right?
A: absolutely. check the info on recommended addons.
Q: enhanced shaders?
A: No. There's potential to ES but there are also problems, so I'm not using them myself, but it may be possible to retune RAW to ES by adjusting the global lumscale/hemi/amb values to get to a similar gamma curve.
Q: Screen Space Shaders?
A: All the way. They created some quirks with the fog at night but otherwise made the visuals so much better and are highly recommended.
Q: can I use this as basis to do my own weather spinoffs and create new, cool things for Stalker?
A: go for it!
Q: can I buy you a coffee?
A: no. but you can promise to recycle plastics, help the elderly and be a good, rational human being who doesn't shoot humans, dogs and cats outside of games. Shit Rats and Controllers are fine, bandits in kneecaps only.
Q: how long did it take you to make this?
A: Too long. We don't talk about this.
=======================
[x] Bloom
[x] prod80_06LumaFade_Start
[x] AmbientLight
[x] prod80_06_ChromaticAberration
[x] UnrealLens
[x] prod80_06_LumaFade_End
[x] Deband
[x] AdaptiveTonemapper
[x] FilmGrain
[x] FocalDOF
[x] Film Workshop <<< ![MAKE SURE THIS IS NOT MISSING]!
[x] Lightroom
[x] prod80_03_Shadows_Midtones_Hightlights
===============
[page-down] show reshade menu
[page-up] toggle RAWshade
[page-up + shift] toggle VFX Booster on/off
If you don't enjoy the sun glare effect in strong, clear daylight, hit [shift + Page Up] to toggle the VFX booster off. It will only have a visible effect during bright, clear weathers and won't affect anything else.
RAW was adjusted to change as little of the game's default settings as possible.
If you'd run the "cfg_load RAW" command during installation, only few things have been adjusted and with very minimal effect, that you may as well keep even if you decide not to use RAW. You likely won't notice any difference beyond sunshafts mode which are volumetric by default and which RAW changes to Screenspace. You will find the setting in the in-game menu, so again, no sweat at all.
RAWshade has been very tightly tuned - there's nothing in it that's unnecessary. Good advice: don't mess with it, if you don't know what you're doing. Changing any parameter, even slightly, will likely mess up the look in one weather or another, somewhere, as every effect connects to another in some way like a house of cards.
If you want to mask your hud against the grade, the UImask is included in the load order, with full-screen 0-alpha png mask that you'll have to draw from the file. If you don't know what this is, don't worry about it, it's fluff.
========================================
Remember that better is the enemy of good: it is highly recommended to just play for a little while before instantly messing with any brightness and exposure settings: see how different weathers and times of day come out on your screen first for a while. Compare with RAW screenshots.
If you have played for a while now and feel that the game is definitely, positively too bright or dark on your monitor, I suggest that you fine-tune it with very small increments using the [Gamma] and [Lumscale_Hemi] settings from within Console rather than the default in-game sliders, where increments are quite strong and broad.
[Gamma]
will lift global contrast a bit if you feel shadows are too harsh.
You only need tiny adjustments in the range of (0.95 - 1.1)
[lumscale_hemi]
will lift only areas of sunlight shadow.
Again, tiny increments should be all you need.
[lumscale]
RAW was tuned for default game lumscale value of 2, but will work all the way up to 3. Pushing too much may be unnecessarily extreme and can cause shadows to be too deep in clear daytime weather, as well as cause possible unexpected sun flares from the VFX Booster.
=======================================
SSS makes a fundamental difference to the game's visual fidelity and RAW has been balanced specifically towards using it. You can use the provided settings_screenspace_SSR file for convenience, but be mindful that future versions of SSS can change the structure of the file, so the best practice may be to spend 60 seconds to manually change the values on the settings file of your current version of SSS.
The provided file and parameters below come from version 14 of SSS.
[Anomaly/gamedata/shaders/r3/settings_screenspace_SSR.h]
G_SSR_INTENSITY 1.3f
G_SSR_MAX_INTENSITY 0.6f
G_SSR_SKY_INTENSITY 0.6f
G_SSR_FLORA_INTENSITY 1.0f
G_SSR_TERRAIN_BUMP_INTENSITY 0.6f
G_SSR_WEAPON_INTENSITY 1.0f
G_SSR_WEAPON_MAX_INTENSITY 0.03f
G_SSR_WEAPON_MAX_LENGTH 1.3f
G_SSR_WEAPON_RAIN_FACTOR 0.3f
[https://www.moddb.com/mods/stalker-anomaly/addons/2k-upscaled-skyboxes-almost-definitive-edtion]
cleans up the skyboxes compression mess.
If you're using this, you may want to pass up on SSS sky debanding module - there may be too much blurring overall, since RAWshade uses its own debanding to clear up the horrible color gradiations and volumetric light spreading at night and that takes care of the skies as a bonus.
while most of the grass in base game is fine, some maps look a bit funky.
I recommend using aggressor grass for Jupiter, Truck Cemetery, Army Warehouses.
CVFX adds great visual fidelity to particles and anomalies.
I recommend the older archived version 3.5 that can be found in the description section of the addon. It is a bit more toned down than the newer versions.
[https://www.moddb.com/mods/stalker-anomaly/addons/global-texture-rework-beta]
If you use GTR (it looks great, but terrain may be a bit funky and glossy in places), make sure it does not overwrite the single conflicting file from SSS addon above, else you will see black grass during foggy weather.
Some tiny concrete surfaces in GTR may come out black through the fog.
GTR is in beta - it's no big deal but just headsup warning.
Some grounds have strong shine to them, so you may want to fish out just the ground textures from the addon and delete that folder - everything else will work nicely regardless.
If you DON'T use GTR you may want to increase the gloss factor a bit. Open Console, find 'gloss_factor' parameter and adjust the number accordingly to tune to your texture mod and screen. Test while looking at the ground against the sun in bright strong sunlight to get the best idea.
Great addon that reworks how radiation functions in the game into something more interesting. I recommend Demonised Edition which is more up to date and less conflict-prone.
RAW weathers have been tuned to work nicely with it, and you will be able to tell how strong the wind/radiation is based on the sway of trees.
=================================
- use nvidia/amd upscaling tech if available, greatly helps with performance.
- lower your world draw distance in-game, most importantly dynamic and static objects to at least one below maximum. This and grass settings murder frames even on powerful rigs and will vary from one map to another.
- turn off grass shadows and lower the settings. Try 0.8 size, 100 distance, 70% density for grass type coverage, or 1.2 size at 30% density for ‘shrub-type coverage’ and even better performance.
- turn down object detail setting.
- lower Zone’s aLife simulation settings if CPU is your choke point.
- finally, you can turn off the below effects in RAWshade, sacrificing some flash without loosing the essential look:
[x] prod80_06LumaFade_Start
[x] AmbientLight
[x] prod80_06_ChromaticAberration
[x] UnrealLens
[x] prod80_06_LumaFade_End
[x] FilmGrain
[x] FocalDOF
====================
missed a text file in the upload and also the addon was stuck in authorisation for 6 days, so was updated with no changes beyond the missing file being restored.
Average
9.741 votes submitted.
GAMMA update:
Hi Stalkers. Quite a few people have asked about compatibility with GAMMA, but I'm not using it or even Playing stalker at all at the moment.
If you like both GAMMA and RAW, perhaps drop the dev behind GAMMA, Grok, a message and ask about / suggest compatibility.
I have heard good things about GAMMA and I also, shamelessly, think RAW is probably one of the best if not the best looking weather systems for the x-ray engine balanced both for visuals and gameplay. It would be nice to see them play together nicely.
Yoooo, congratz on the re-release, i've been using your first release since those days, glad you're back.
Thanks! The first one was taken down because I was ignorant of distribution licencing and unintentionally disrespected an effect creator's wish: this is why you now need to grab the 'film workshop' effect on your own from the provided link. Many thanks to TreyM, the creator - I wouldn't be able to make things work the way they do if it wasn't for the simple shadow-crushing curve his effect contains.
This looks amazing!
Congrats on the release!
thx!
so many cool weather mods I want to try, so little time
White man’s burden, Lloyd. White man’s burden.
Nice
Hey. You may not know, but it was after checking your old weather/reshade combo a long while ago that I first realised how much the game can be changed through the use of two simple tools. So kudos to you Joe, for indirectly contributing to the setting off of this entire project!
Too soon for anyone the have actually had the time to playtest the addon, but already someone anonymously gave it a low score.
Such a great thing to do :)
Glad to see that RAW is back. :)
If you have some time to answer two questions about the recommended addons:
- For CVFX, the 1.1 update of version 3.5 is necessary, isn't it?
- As for Arszi's Radiation Overhaul: no contraindication from you to use "Arszis Radiation Overhaul Demonized Edition" in conjunction with RAW?
Anyway, thanks for this fantastic overhaul.
demonised edition is fine and recommended as a very good update to the original, though check whether it uses any scripts that modify or automate winds. should be fine
cvfx, I’m not sure, what the 1.1 update is, I’m just using the 3.5 version that is archived in the description link on the addon page.
you’re welcome, enjoy
Thanks RamseySparrow. :)
Could you post your load order of the addons mentioned? Also you are using GTR shaders? Super nice screenshots, gratz!
hi. sorry but my build was fully manual, no mod manager.
what i can tell you is that i have Beef’s NVGs installed first, then SSS + patch.
Upscaled skies don’t conflict with anything, and GTR came later but i think i opted not to use its shaders and the one file that GTR and SSS conflict on make sure to take from SSS, otherwise you’ll have black grass through fog.
Wow, I think that I will try with A.G.E.D.A. texture pack (Autumn Harmony + DeadZone Texture + EFP Texture Pack + GTR Textures + Agressor) and Aydin's Grass.
When I try to use this and load my game all textures are gone an nothing has any color. Its like lookng at the plan polygon models. Any idea?
not really, I’m sorry.
are you on dx11? had been using enhanced shaders? Messed with texture mods? tried resetting shader cache for the launcher? tried switching SSAO/HBAO/med/high and so on? have you been testing weather from weather editor and forgot to unpause the weather during a storm?
RAW weathers would definitely not do it and I doubt reshade would, as long as you’re on dx11 and haven’t messed with any reshade settings. you can test if it’s reshade by turning it off while in-game. if problem persists, it’s not raw.
it sounds like a shader or texture problem so think enhanced shaders, Sss, gtr and the like.
If you were using enhanced shaders I know they can get a bit funky when you change some in-game settings. but i once had issues with SSS bugging out when not all of its modules were installed and when SSAO settings had been changed.
That’s all I can think of.
I used enhanced shaders before in mod organizer but removed them for RAW. Only ES color grading was left.
I also deleted the shader cache in the launcher for the first start.
I am using dx11.
I also loaded your config with cfg_load RAW.
I didn't use the weather editor.
I don't use GTR but A.D.E.G.A Texture package.
I will try play around with the AO-Ingamesetting.
Thanks.
Hope you’ll figure it out. Only time I have had anything remotely similar it was always ES. I know fiddling with some settings from the console can resolve it, please check ES descriptions and comment section.
Didn't find out anything myself, but I find a reddit post about it.
cfg_load grading_default in the console fixes it.
Reddit Post to where I found a the comment that included the Fix
Reddit.com
He said he found out how to fix it in the GAMMA discord so I dunno more about what causes it but..
Just ran into this same issue. The Textures are there (I think?) But everything is black as if there is 0 light, I can see Sun-Rays on the Glass in Dead-City and I see my Glow-Stick and PDA but they generate no light around me, Saw a campfire as well and saw a AI Shadow in the darkness.. Needa figure out what it is, going to try compiling the core into it's own 7z archive to load it into my MO2 to see if anything conflicts with it directly then work from there.
I just realized that MO2 Mods have their own shader caches..
Preset looks great was using your old configuration for quite some time, putting a new mod list together and was quite excited to see you come back to give us a new preset.
Can you share your gloss factor settings I think they look perfect in your screens?.
sure, all in the description, if you read that? You may want to tweak a little from the console while in game and see what looks good, but if you’re using GTR, i’d say about 1, if vanilla textures start around 2.
Looks great! What grass and trees are you using in the screenshots?
please. do. check. descriptions. :)
You will usually find answers to questions there.
vanilla grass + aggressor in 3 selected maps + GTR beta (global texture rework)
My bad. I stopped reading just before the Recommended Addons section. Figured answers would've been in the FAQ.
no prob
" no. but you can promise to recycle plastics, help the elderly and be a good, rational human being who doesn't shoot humans, dogs and cats outside of games."
based. 10/10
haha
STALKER 2 came out early :)
Fingers crossed for GSC. Goes without saying, my heart goes out to them and to many others.
Wow! Continued my savegame with your mod and.... for me it's like a new game! Thank you very much for sharing your work
really nice to hear, thanks. have fun.
Damn was waiting for this after FW things...
What are FW things? Oh, do you mean Film Workshop? In that case, yes, I couldn't get myself to get back into it for a good year or so. But, all water under the bridge and a lesson learned.
Hello there! I have a problem with Film Workshop:
23:07:17:023 [21252] | ERROR | Failed to compile "D:\Games\GAMMA RC3\mods\Anomalous Weathers\bin\reshade-shaders\Shaders\Film Workshop\FilmWorkshop.fx":
D:\Games\GAMMA RC3\mods\Anomalous Weathers\bin\reshade-shaders\Shaders\Film Workshop\Include/Film Packs/FilmPacks.fxh(112, 34): error X30004: undeclared identifier 'LUT_DIRFILM_PACKNEG_PNG'
D:\Games\GAMMA RC3\mods\Anomalous Weathers\bin\reshade-shaders\Shaders\Film Workshop\Include/Film Packs/FilmPacks.fxh(113, 31): error X30004: undeclared identifier 'LUT_DIRPRINT_LUTPRINT_PNG'
D:\Games\GAMMA RC3\mods\Anomalous Weathers\bin\reshade-shaders\Shaders\Film Workshop\FilmWorkshop.fx(407, 5): error X3004: undeclared identifier 'LIMIT'
Hello Commander. Is that a hard crash?
I can only wager a vague guess for why that is. You're using GAMMA and looking at the path, it uses one that is quite different from standard Anomaly.
There's no way a game can crash because of lacking a reshade effect path - at worst it would start and simply not load film workshop. If you'er not experiencing a hard crash then try opening reshade, going to the second tab and pointing the reshade to the correct path where the film workshop is.
No, it's not a crash. Just FilmWorkshop.fx failing to compile and not working in Reshade. The rest of the effects work fine, but it messes up the graphics.
Regarding mo2 I honestly don’t know as I don’t use it.
Other effect work you say? Very strange.
To state the obvious: Did you download and place film workshop folder inside the reshade-shaders/shaders? Did you try fixing its path from the reshade menu? Just checking we’re on the same page
Yeah, I did it. But nevermind, I think I found the problem. It's because of 5.6.0 Reshade. With your older version included in RAW it works perfectly. Thanks for the trying to help!
Ah… glad we pinned it. Yes, the never ending updates of things tend to break stuff all the time. Better is the constant enemy of good.
gott DAYUM this mod looks amazing, ******* great work this is easily my favourite weather mod
thanks, hope it'll improve your experience. if you don't mind me asking, where is your profile thumb from?
the anime Serial Experiments Lain, it's about this girl who becomes a computer nerd and looses her mind
Read up on the synopsis, very intriguing. Seems to be in the same spectrum of subject matter and rough release timeline as Ghost in the Shell - very post-gibsonian pre-Internet vibe with an extra pinch of hikikkomori.
Recommended PC Requirements to run this mod?
The reshade itself is quite GPU heavy at 5 ms of gpu usage and 0.062 ms CPU usage, which you can check within reshade. Depending on if you're gpu bottlenecked it could be very heavy. I have a 3080 and a 5900x and the fps loss is around 10-18 fps depending on the scene. I know one person with a lesser system and gets about 20 fps loss (regardless of scene) with a 2060 super, cpu unknown. Though you could disable some of the reshade effects to get more fps while sacrificing visuals. Your mileage may vary though.
One thing to keep in mind is that this doesn't use ES which saves you fps in that sense, but the install for this is very easy. Give it a shot and see what your fps stays at afterwards.
Hippobot, are you sure you’re taking about RAW reshade itself and not other addons or Anomaly settings that cause a 20fps drop, like grass shadows, render distance or SSR addon for instance? Is your performance box ticked on the reshade?
You mentioned above that RAWshade is not using Enhanced Shaders, but that would have nothing to do with Reshade itself - ES is a separate addon and a direct in-engine rendering pipeline.
Goes without saying Anomaly is not cpu or GPU efficient and tanks worse than Cyberpunk 2077 at higher settings, but 20fps for RAWreshade itself sounds pretty big, considering there aren’t any resource-heavy effects in it, such as the usual AAs, SSRs or ray tracing culprits. I’m getting 5fps cost consistently at all times.
I’ve added some performance tips in the first comment, just in case, since Anomaly is full of settings that can melt rigs if your slider slips too far to the right.
The raw reshade itself is very heavy you would only need to go into the statistics tab in the reshade menu to see how heavy it is on the gpu side. For comparison its about as heavy as a basic reshade with color grading + RTGI or alternatively + TFAA. When I mentioned ES, I meant it in that since RAW does not use ES, then you aren't incurring any further overhead which is a benefit in fps terms, so the fps hit varies from system to system. I agree with you, anomaly is notoriously heavy on the cpu side, but what I'm talking about isn't about the cpu its because your reshade is very heavy on the gpu.
Imgur.com
This imgur link shows you the post processing usage and you can see the heavy cost on the gpu despite the scene itself not being complex (without mobs, anomalies, etc). You can further see prod80 sucking up 1.470 ms on its own, filmic workshop using 0.747, Deband using 0.613, and prod80_shadows... using 0.432. The rest aren't as important as they don't incur as much of a hit. Also the fps hit of your reshade will likely be lower if I decreased my resolution.
If I were to scale back to 1440p, then the total hit on GPU would be roughly 3.3 ms, still very high for a reshade without TFAA or RTGI, but not as high as 4k. Hopefully this explains what I meant exactly.
That’s a fair assessment, and it does make sense, absolutely. I’m a little less on the tech side of things so didn’t even really check those, having been building RAW for my own use, in essence.
I’m on RX6800 xt and play at about 1440p scaled up to native 4k using AMDs FSR which I find really fixes up performance. Coupled with tuned grass and rendering distance settings, I get steady 60 across for the exact result you can see in the screenshots.
I may add a performance friendlier version if and when I have time, reduced to the core minimum required for the look to work. Prod80 shadows could go, with lightroom standing in for it, as well as the entire VFX booster module.
You could wait until SSS update 16 as I’ve talked to Tabs the creator and that update will introduce basic reshade effects like bloom, CA, sharpening, etc. All of which will be faster than the reshade variants with no ui overlap. This way you can just adjust the main preset and forgo having a performance friendly option. Meaning raw reshade gets faster. This is what I plan on doing with Atmospherics even though the reshade presets for it are already light. And if you’re wondering SSS update 15 will be for its mcm integration so you can change SSS settings in the mcm instead of having to reload your game and changing the settings in the config.
Yes, I know he plans for it. I love what Asci is doing with SSS but I already had to reshape raw few times, grudgingly, to account for its updates, haha.
It took me a long time to build and tune RAW to the shape its in and I’m done with it for a longer while at least, however if you feel like it, you are more than welcome to curate and tune it accordingly if and when the next SSS update drops. Open offer, at your own leisure.