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 51 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  (220 - 230 of 489)
Swartzy
Swartzy May 22 2013, 8:58am says:

Hey Meltac,

I was doing a google search for Anamorphic Lens Flares and I was surprised when one of the first results was an image you posted on this mod page of such an effect you created. It was a while back though and I think you said you weren't going to use it due to the "cost" of it.

Did you change your mind or have you scrapped that? I was hoping to have such lens flares in Call of Pripyat, and I bet it wouldn't be as harsh on things.

I also found this during my search: Mediafire.com
It's a series of effects including Anamorphic Lens flare shaders intended for public use.
It also includes a on-screen "dirt" type effect like you can see in Battlefield 3 and Metro: Last Light. That's really what I want more than the anamorphic flares even, is that on-screen effect that is affected by light.
I know it's too late for Dynamic Shaders 2.0, but do you think you'd be interested in that in the future?
Here's a video the guy made of the package I posted: Youtube.com

*Edit* I should have linked the original page too. Here it is: Forum.thegamecreators.com

+3 votes     reply to comment
Swartzy
Swartzy May 25 2013, 5:03pm replied:

...I'll take that as a no, lol.

+1 vote     reply to comment
Meltac Creator
Meltac May 27 2013, 3:50am replied:

Sorry for not replying instantly, as you know I'm pretty busy thus cannot check and answer new messages everyday.

As for your request: I indeed have scrapped my lensflare approach because I had to learn that it's nearly impossible (to my knowledge) to make such an effect for SoC in a both decent and well performing way due to X-Ray's limitations.

But thanks for the link, maybe someone else will be luckier with this stuff than I was when I tried to include it.

+1 vote   reply to comment
Swartzy
Swartzy May 27 2013, 3:16pm replied:

It's alright man, I understand.

Anyways, that's a bummer but your new dynamic shaders release looks pretty cool regardless :)

If you need any more testers let me know.

BTW, I saw the post that idiot made about you. Ignore people like that, he's just a jerk. You're doing good work.

+1 vote     reply to comment
Meltac Creator
Meltac May 27 2013, 3:33pm replied:

Thank you.

+1 vote   reply to comment
Meltac Creator
Meltac May 27 2013, 6:02am replied:

I quickly checked the shader package from that link. It's awesome stuff, however from what I see I'm almost sure that it's technically not possible to port this to SoC. As mentioned before X-Ray limits the shader-wise options quite heavily. However, thanks again for the suggestion.

+1 vote   reply to comment
Meltac Creator
Meltac May 19 2013, 4:16pm says:

Guys, the sun shafts feature is in pre-alpha testing stage now (see images section). Please keep your patience, I hope to have an alpha build ready soon.

+2 votes   reply to comment
Zombiestubble
Zombiestubble May 16 2013, 5:43pm says:

Is this mod possible for those who installed L.U.R.K.?

+1 vote     reply to comment
Meltac Creator
Meltac May 19 2013, 4:14pm replied:

Never tested myself. But I don't see a reason why it should not be possible. You may have to do some merging, though.

+1 vote   reply to comment
Guest
Guest May 14 2013, 4:49am says:

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Meltac Creator
Meltac May 14 2013, 4:07pm replied:

Well, "maxed out" settings would kill about every current system I guess ;-) However you should be able to run the shaders with high, if not extreme settings, with all features turned on - given the fact that your system is optimized well.

+1 vote   reply to comment
Guest
Guest May 15 2013, 6:54am replied:

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DamnScouse
DamnScouse May 5 2013, 2:07pm says:

Is there any way to disable the night vision on binoculars?
Or to add them as a toggle?

+1 vote     reply to comment
Meltac Creator
Meltac May 6 2013, 7:47am replied:

Toggling is not possible before SoC 1.0006, unfortunately. But you can disable NV on the binoc in ShaderSettings.txt, variable NV_FULLSCREEN.

+1 vote   reply to comment
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Released Jan 12, 2015
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