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 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 50 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  (30 - 40 of 482)
Swartzy
Swartzy Feb 11 2015, 9:37am says:

"Lens Flares are only configured for Agroprom Underground, and only on certain light sources."

Is there a quick and dirty way to enable them for all light sources, or a way to configure which light sources use them on my own?

+1 vote     reply to comment
Meltac Creator
Meltac Feb 11 2015, 10:34am replied:

No, you'd need to collect the position coordinates of all light sources where you want the lens flares to be applied to, and add those coordinates to the shader script.

Plus, as result of a limitation of the engine / shader model itself it's not possible to have all features active at the same time ("shader overload"), so flares will always only be visible as long as it's completely "dry" in the level (ie. no rain for some time ie. no wet surfaces active).

+1 vote   reply to comment
Swartzy
Swartzy Feb 11 2015, 10:32am replied:

Also (for debugging purposes): Is there a way to make it so rainbows always show up?

+1 vote     reply to comment
Meltac Creator
Meltac Feb 11 2015, 10:37am replied:

Yes, sort of. Try setting extreme values to the two color diff settings in ShaderSettingsRainbows.txt (try both high positive and high negative value, can't remember right now which will work).

+1 vote   reply to comment
Swartzy
Swartzy Feb 11 2015, 12:55pm replied:

Thanks, I'll try that :)

For the record I'm doing this for Call of Pripyat with Atmosfear 3. I can't get your wet shaders working, but I'm sure rainbows will work if I can see one first, and in terms of lens flares I'll try and figure out the coordinates of all the lights and add them.
I'll post the shaders and I'll also add them to the COP engine in such a way that people can enable/disable them via in-game menu.
I'm working with the COP engine and doing all kinds of stuff, so I'm hoping for a mix of your shaders and the OGSE shaders, and I'll post both the shaders and a link to the Github where the code is, once I have things working.
I need to talk to K.D. to get his effects working as well.

+1 vote     reply to comment
Swartzy
Swartzy Feb 11 2015, 1:00pm replied:

One last thing (sorry for spamming):

Do you have a list of effects that have to be compiled under DX11 shader mode and those that don't? I know rainbows don't look to require the DX11 shader path, but I'm not sure about the others. It's just so I can figure out how to approach incorporating them.

+1 vote     reply to comment
Meltac Creator
Meltac Feb 11 2015, 3:24pm replied:

Your project idea sounds ambitious but mighty :P

Generally all effects should work under DX9, but given the fact that DX9 both has a lower instruction limit and takes much longer to compile shaders than DX11, some of the effects are either not possible to get fully compiled under DX9 or will take horribly long. This means the more code instructions the more diffucult to get a shader working without DX11 in a reasonable time. All should run as long as run stand-alone, but when it comes to combining several effects you'd have to test where the limit is (also depends on the X-Ray version I'd say). I've tested DS under DX9 a while ago, when there where not yet that much complex effects and it worked but took around 15 times longer to compile...

I wish you good luck with your mod, and let me know how it works :)

+1 vote   reply to comment
Swartzy
Swartzy Feb 11 2015, 4:37pm replied:

So far no luck, and I know I can add shaders (added a few from other mods already).

Just to make sure, for rainbows, the only files affected are: rainbow_draw.h, ShaderSettingsRainbows.txt, and sky2.ps, right?

*Edit*
And I'm dumb :P

I had a hunch and checked sky2.ps....I never #included rainbow_draw...
I'm going to hide now...

+1 vote     reply to comment
Notfounded
Notfounded Jan 23 2015, 4:34pm says:

The wall reflect weapon's Hud model and bullet's holes. Is it bug or I need fill texture's alpha channel in black color?

Hostpic.org

+1 vote     reply to comment
Meltac Creator
Meltac Jan 25 2015, 2:32pm replied:

Looks like the wet surfaces effect is coming into play here. As written in the release notes that effect has not been finished and is likely to produce unintended side-effects like this under certain circumstances.

+1 vote   reply to comment
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Platform
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Developed By
Meltac
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Release Date
Released Jan 12, 2015
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