God rays, dynamic depth of field, night vision scopes & binoc, thermal/infrared scopes, rainbows, dynamic wet surfaces with reflections, and many other effects. SECOND PATCH RELEASED.

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Media RSS Feed Report media DS 2.0 : Sun Shafts / God Rays (view original)
DS 2.0 : Sun Shafts / God Rays
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[TZP]LoNer1
[TZP]LoNer1 Jul 11 2012, 4:20am says:

This looks great! too bad the SSOA is acting up again here :(

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Meltac
Meltac Jul 11 2012, 4:26am replied:

Where? What do you mean, can you explain?

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[TZP]LoNer1
[TZP]LoNer1 Jul 11 2012, 5:12am replied:

The corners, IIRC thats SSOA.

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Meltac
Meltac Jul 11 2012, 5:38am says:

Oh, TBH I wouldn't have noticed there is even anything wrong here... However you still could just disable SSOA if it bugs you

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ketxxx
ketxxx Jul 11 2012, 9:04am says:

SSAO has always been buggy as hell in soc, the reason for this is because the SSAO code implemented with modded shaders is a very early old build pulled from a early build of clear sky. Simply removing that SSAO code and replacing it with the SSAO code from cop would be the remedy.

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jman94
jman94 Jul 11 2012, 6:08pm replied:

I..don't think it would be that simple, I'm pretty sure CoP/Clear Sky added a bunch of functions in the renderer to help facilitate the use of SSAO..

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Meltac
Meltac Jul 12 2012, 3:36am replied:

TBH I never cared about SSAO much, simply because its "misbehavior" didn't bug me. IMHO there are other visual caveats which are much more annoying in SoC, such as the limited grass drawing distance (which recently has been fixed finally, btw).

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jman94
jman94 Jul 12 2012, 10:27am replied:

yeah, I saw it on the gameru forums and introduced it to a forum I'm a regular of, those russians sure are awesome 'eh?

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Meltac
Meltac Jul 13 2012, 3:56am replied:

Yes, they are. However many non-russian modders are as well!

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Description

Some screens from the current development state of Dynamic Shaders 2.0. The sun shafts look quite nice now, even when shining through windows.

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Type
Demonstration
Date
Jul 11th, 2012
By
Meltac
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1920×1200
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