Dynamic Shaders - 2.0

community technology preview

Author: Meltac (C) 2011-2015
With contributions from Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, LoNer1, Lyoko774, DDraig, OGSE Team, Thunderfreak, Gnomus, and ket

Version 2.0 Main Features

- Reflective dynamic wet surfaces (totally new implemented)
- Indoor light reflections in selected places
- New Sun Shafts aka "God Rays" (totally new implemented) with additional sun effects
- Rainbows with dynamically changing size and intensity depending on sun appearance
- Adaptive Night Vision Scopes, now also switchable by keypress
- Dynamic Depth of Field and Zoom DoF
- Reflective suit visors (from the outside and the inside)
- Reflective lighting optimized (slightly improved lighting model)
- Thermal/Infrared Vision
- Soft Shadows - Improved shadow jitter implementation
- Refractive water drops on visor HUD during rain fall
- Lens Flares on specific light sources (not only sun)


Tested on SoC patch 1.0005 and 1.0006
- might work with other versions will no to little changes (untested). Please check the Release Notes .

Many thanks to everybody who helped developing, testing, and releasing this mod!

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DS 2.0 CTP in SWO 3.1  #2 DS 2.0 CTP in SWO 3.1 CNPP
Blog RSS Feed Post news Report abuse Latest News: Version 2.0 CTP - Release Notes

31 comments by Meltac on Jan 12th, 2015

Dynamic Shaders 2.0 CTP

Community Technology Preview

The long awaited version 2.0 of Dynamic Shaders is now available as CTP in the download section. When installing it make sure you've read the following notes.

2.0 CTP 2.0 CTP

Why CTP ?

This is a preview version, which means that the final release has not been finished. In software development we talk of a Community Technology Preview for pre-releases that don't "fit" in the regular "Alpha-Beta-Final" release chain, and serve as a showcase of what main features the upcoming version is about to contain. In terms of DS 2.0, there are still a lot of areas that need refinement, balancing, or even one or the other fix to be applied in order to be considered a "final" release.
In other words: Enjoy the new features - but be prepared to encounter some glitches or bugs ;-)

2.0 CTP 2.0 CTP

What new features does it bring?

The CTP contains almost all features that DS 2.0 has been advertised for, plus two or three things that haven't been announced publicly. A few minor features have been crossed out, and things that have not been mentioned as part of DS 2.0 will not be contained.

Feature List (as on the mod's summary page):
- Reflective dynamic wet surfaces (totally new implemented)
- Indoor light reflections in selected places
- New Sun Shafts aka "God Rays" (totally new implemented) with additional sun effects
- Dynamic rainbows
- Adaptive Night Vision Scopes, now also switchable by keypress
- Dynamic Depth of Field and Zoom DoF
- Reflective suit visors (from the outside and the inside)
- Reflective lighting optimized (slightly improved lighting model)
- Thermal/Infrared Vision
- Soft Shadows - Improved shadow jitter implementation
- NEW: Lens Flares on specific light sources (not only sun)
- NEW: Water Drops on Visor HUD during rain fall

Further improvements:
- Semi-transparent HUD cross-hair of selectable color
- Improved Parallax Mapping
- Added jitter and edge distortion to night vision scopes and NV binoc
- support for all 41 levels of the extended Kostya's STALKER Map Pack
- support for mods with zoom-less weapons (to still have zoom DOF in aim mode)
- support for modified FOV (Field Of View), like with FOV-Switcher tools
- scopes with additional scope zoom
- many small fixes and improvements.

What unfinished things are to expected?

As for a CTP some areas of the mod either haven't been finished, or would be ok but haven't been fine tuned and balanced well yet. The following list contains features with refinement requirement:

  • Wet surfaces create glitches under certain circumstances and are toned down for that reason.
  • Indoor reflections behave like wet other areas, therefore they are not refined yet as well.
  • Sun Shafts are most complete but might need adjustment to your liking.
  • Rainbows move with the skybox when you have a rotating sky.
  • Switching night vision on/off disables the "current task" feature as they take over the Tab key.
  • Depth of Field effect looses intensity when used together with sun shafts.
  • Thermal vision is a fake effect and therefore creates "false" or strange results sometimes.
  • Soft Shadows change the way the entire shadowing behaves so need to be balanced out well.
  • Lens Flares are only configured for Agroprom Underground, and only on certain light sources.
  • Water Drops appear / dry out with the wet surfaces without taking indoor areas into account.
  • Many things that need further fine tuning and sometimes even bug fixing.

Do I need to make any configuration effort to get this working?

This mod is all about configuration - it is not meant to be run "as is". Sure, the release *does* run out-of-the-box, when put onto a vanilla installation (i.e. no other mods installed), but realistically in most cases you'd wan't to adjust one or the other feature to your liking and other mods.

So, it's really worth the effort looking into the various pieces that might be configured:

1. Shaders
The shaders themselves have several settings files - those end with .txt extension in gamedata/r2 folder. There is a general ShaderSettings file (including wet surfaces settings), and decidated files for sun shafts, visors, rainbows, and lens flares.

2. Scripts
Some scripts have configurative elements as well: shader_control, weather_control, visor_control. Most settings can be left as they are, but you'd want to check the console settings in weather_control (only change first list value of respective console setting, leave the second one!).

3. Configs
There are some .ltx files in the config sections, most important those in the shaders subfolder. There you can also add locations for areas in the game that should have a ground always dry, wet, or reflective.

Can it be merged with / into other mods?

Short answer: Yes, it can. Realistic answer: In most cases some basic file merging might be required. This affects mainly a few script and config files, although in some rare cases shader merging might be needed as well.

I can't give a general merging instruction here because the effort to be taken depends very much on the mods that you want to run DS 2.0 along with. However some file comparison / diff tool will certainly do a good job in assisting the merge procedure.

Files that need merging in almost every case (when not run on plain vanilla) are bind_stalker.script and environment.ltx, often also level_weathers.script, ui_main_menu.script, and ui_custom_msgs.xml. There are also some files that you might or might not take over, such as the textures (but some features might not work then as expected), or anything that is duplicate with no differences in your other mods, obviously.

What about the system requirements?

DS 2.0 is a beast, shader-wise. You'll want to make sure you have a well optimized (and not extremely out-dated) rig. The mod is DirectX 9 only (full dynamic lighting / R2 renderer). Check the sample user.ltx provided in the download section to avoid renderer errors on a fresh game installation. Plus, DirectX 11 runtime needs to be installed on your system. But relax - you won't need a fully DX11 compliant graphics adapter to run the mod. Anything not older than a Geforce GTX 260 should do, although in order to get a decent frame rate you'll need something like a GTX 560 Ti or newer. CPU load is reasonably high as well, but a moderate multi-core machine should do. However be sure to have enough memory available and run a patch of the game allowing to address enough of it (in my tests the game used about 1.7 GB on full load).

Ah, almost forgot: An SSD disk or at least decent harddrive might really help speeding up launch times!

Why does it come with a bin folder?

As mentioned above, the mod runs on the DX11 runtime. To enable best hardware support I had to provide two binaries to copy into your bin folder. This way you won't need to replace any native DirectX binaries on your system.

If you got any questions or comments don't hesitate to contact me. I can't always reply instantly, but I will look into any request as soon as I get a chance to.

Important Note: Fix for start-up crash
In case you get an error message on start-up after installing the CTP with this log (or similar):

error is error X3539: ps_1_x is no longer supported; use /Gec in fxc to automatically upgrade to ps_2_0
error X3539: Alternately, fxc's /LD option allows use of the old compiler DLL

Can't compile shader postprocess

To fix this, simply copy this sample user.ltx into your stalker documents folder (something like C:\Users\Public\Documents\STALKER-SHOC).

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User.ltx for fresh SoC installation with DS 2.0CTP

User.ltx for fresh SoC installation with DS 2.0CTP

Jan 14, 2015 Script 0 comments

This sample user settings file will fix a crash of DS2.0CTP on a new installation of the game or with some setups.

Dynamic Shaders 2.0 CTP

Dynamic Shaders 2.0 CTP

Jan 11, 2015 Full Version 54 comments

Community Technology Preview (CTP) of the long awaited Dynamic Shaders 2.0 mod. See details for more information...

Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Jun 13, 2014 Patch 7 comments

Second patch (non-cumulative) for Dynamic Shaders 1.2 Beta containing a set of further improvements, including thermal/infrared vision scopes. Check out...

Dynamic Shaders 1.2 Beta - Patch 1

Dynamic Shaders 1.2 Beta - Patch 1

May 29, 2014 Patch 14 comments

First small patch for Dynamic Shaders 1.2 Beta containing a set of hotfixes and improvements. Check out the readme.txt before installation.

Dynamic Shaders 1.2 Beta

Dynamic Shaders 1.2 Beta

May 5, 2014 Full Version 31 comments

Beta release of the next generation of the Dynamic Shaders mod. Please read description before installing and also install Patch 1+2 (separate downloads...

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Apr 18, 2012 Patch 2 comments

Second official patch for Dynamic Shaders 1.1 Beta, fixing an issue with iron sights. Not cumulative - please install Patch 1 first. See description for...

Post comment Comments  (0 - 10 of 508)
HocterDaggiz
HocterDaggiz Jul 26 2015, 7:37pm says:

Is there a way to disable lens flare entirely? I can't find out how to do it. Sorry if this has been asked already and I missed it.

+1 vote     reply to comment
HocterDaggiz
HocterDaggiz Jul 26 2015, 9:06pm replied:

Ignore me, I got things sorted out. Sorry for the inconvenience.

+1 vote     reply to comment
StalkerGameFan
StalkerGameFan Jul 26 2015, 2:10pm says:

Hello Meltac,
Recently, I came across S.T.A.L.K.E.R. "HD Graphics mod 3",
Demo Video: Youtube.com
Mod Files: Playground.ru

When I looked in the shader "SkyGRAPHICS_options.cfg" file, it uses your DOF and DDOF effects(with proper credits), however these seems to be either very light or not working at all. Now if you check the video demo, the mod is really beautiful, works perfectly with SoC without any issue (except for a little tweaking in the weapon texture referencing). I wish if your DOF and DDOF effects were working just as these work perfectly in ShaderMAX or Dynamic Shaders. I have tried to add the bind_stalker and shader_control scripts in the scripts folder but to no avail :(

When I compare this mods shader folder with ShaderMAX, there is a difference in terms of a dof.h file and may be more, you may know better. I hope, if you have some time free you can check out the shader folder for this mod and it would be really great if DOF and DDOF could work like it works in ShaderMAX. I can email you the folders myself if there is a way.

+1 vote     reply to comment
Meltac Creator
Meltac Jul 26 2015, 4:14pm replied:

I'm sorry but I can't give any support on other mods, even if they use parts of my mod.

One thing nonetheless, if there is a dof.h file then it's probably not my implementation because I didn't use such.

+1 vote   reply to comment
StalkerGameFan
StalkerGameFan Jul 27 2015, 1:29pm replied:

Hello Meltac,
Thanks for the reply, no need to apologize its my bad for phrasing it incorrectly. I really do not expect you to provide any support for unrelated mods. I just wanted learn when the .cfg file calls for DOF and DDOF functions, where are these functions located? I mean their file names as I could not find any relevant files. I will be grateful for any knowledge sharing. Thanks!

+1 vote     reply to comment
Meltac Creator
Meltac Jul 27 2015, 4:28pm replied:

Well, simply do a text search for any of the config keys on all files in the shaders/r2 directory and you will easily see where it's being used. That's really not that hard :)

+1 vote   reply to comment
bloodshot12
bloodshot12 Jul 22 2015, 2:43pm says:

For some reason reflective wet surfaces don't seem to work for me, all rain seems to do is increase the r2_gloss_factor even though wet surfaces are enabled. Been waiting in the rain quite a while.

Sunshafts don't seem to show up either, playing vanilla.

Is there a tutorial or something for merging DS2 with other mods btw?

+1 vote     reply to comment
StalkerGameFan
StalkerGameFan Jul 26 2015, 2:24pm replied:

Hello bloodshot12,
The DS2.0 should work with vanilla with out any merging, make sure you have copied the bin folder files, a long delay than usual at the start confirms the working of DX11 dll file. I have merged taken a shot at merging DS2.0 with Priboi Story, and after some efforts got this result:

Youtube.com

Please confirm if the Wet and GodRays looks different from what you get in SoC. If yes check the shader setting file in the shader folder to confirm the DX11 define and the SS just below is uncommented, then check below if DDOF define is also uncommented. This is for start and if all this is checked we can look into more.

After seeing you post I will try to write a "basic guide" for merging DS2.0 into Priboi Story to give an idea of its working.

+1 vote     reply to comment
Meltac Creator
Meltac Jul 22 2015, 3:36pm replied:

I don't see any particular reason why wet surfaces or sun shafts should not work, as long as you have installed the mod properly on a vanilla game and haven't changed anything in the scripts or config files, nor did I get any issue reports for such so far. Are you sure that you have installed everything correctly (did you read the release notes)?

A merging tutorial would be completely impossible because there are so many mods with different game versions, binaries, and gamedata files in every thinkable and unthinkable combination that one could never address all (or just even most) merging issues that may occur. Basically you always need to add one line of code to bind_stalker.script, all the rest depends on what changes the other mod makes to the game.

+1 vote   reply to comment
bloodshot12
bloodshot12 Jul 22 2015, 4:02pm replied:

Yep I followed em, I pretty much dropped it on a clean install with 1.0006, put the new bin folder in the right place, shaders are the only gamedata folder

+1 vote     reply to comment
Meltac Creator
Meltac Jul 23 2015, 3:26am replied:

Strange. You could test both wet surfaces and sun shafts by (massively) increasing the intensity values in the ShaderSettings, eg.

In ShaderSettings.txt:

#define WET_BASE float(10.0)
#define WET_REF float(10.0)

And in ShaderSettingsSunShafts.txt:

#define SSH_EXPOSURES float2(1.13,1.05)

With those values you should be able to see at least *some* effect in situations where it's very obvious that the effect should come up, eg. full visible sun with some tree between you and the sun (moving around the tree should help seeing the shafts) or heavy rain for a couple of minutes (outside on some road).

Also note that sun shafts and wet surfaces won't be active both at once.

And of course I assume that you are playing r2 / full dynamic lighting !?

+1 vote   reply to comment
bloodshot12
bloodshot12 Jul 31 2015, 2:00pm replied:

Yep r2 renderer, changing these didn't do it. The only thing I could think of is that I disabled DoF. Do those shaders maybe require it to be enabled for some reason?

If i disable DoF my load times (sitting at black screen before load) go from 20 seconds to nothing, so maybe turning it off turned off those others as well?

+1 vote     reply to comment
Meltac Creator
Meltac Aug 3 2015, 3:24am replied:

If the load / startup times went back from 20 secs to nothing then you've probably disabled much more than only DoF, as the DoF effect is one of the least time consuming features of DS 2.0. Probably a typo or misconfigured file.

+1 vote   reply to comment
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Released Jan 12, 2015
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