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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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).

[Announcement] Patch 1 for DS 1.2 Beta

[Announcement] Patch 1 for DS 1.2 Beta

News 1 comment

A first update for the current Beta release of Dynamic Shaders 1.2 containing a set of hotfixes and improvements will be available soon.

Beta Release 1.2 ready for download !

Beta Release 1.2 ready for download !

News 1 comment

The long awaited next version of Dynamic Shaders has finally come to a state where we can proudly announce the beta release of version 1.2.

Community Technology Preview announcement

Community Technology Preview announcement

News 3 comments

We are preparing a CTP containing a subset of the new features.

Dynamic Shaders 2.0 announcement

Dynamic Shaders 2.0 announcement

News 21 comments

After extensive work including various code rebuilds I've come to the decision to start version 2.0 instead of continuing with 1.2.

RSS feed Downloads
User.ltx for fresh SoC installation with DS 2.0CTP

User.ltx for fresh SoC installation with DS 2.0CTP

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

Full Version 66 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

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

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

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)

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 551)
Artyomx
Artyomx

Please tell me if I can use this mod with absolute nature/ texture.

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Artyomx
Artyomx

Also, I can see a strange shadow at the edge of the screen while turning, how can I fix that?

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Meltac Creator
Meltac

Sure you can use DS 2.0 with absolute nature/ texture. A couple of guys already did successfully. Might require a little merging, though.

Shadows at the edge of the screen most probably are caused by your settings (user.ltx), there are a couple of values that can cause such graphical glitches, such as the sun near border settings. Please check the web for details on the topic as this is a fairly common issue with SoC and there are a few good resources on how to fix it on the web.

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Artyomx
Artyomx

Thank you! One last question: why the game crashes when i use OWR 3 and The Zone Reclamation Project? Can't get it working, in what order should I install them?

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Meltac Creator
Meltac

Generally you always have to install DS 2.0 as the last of multiple mods, there are only few exceptions.

I haven't tested DS 2.0 with those two mods in particular, but I'd say they probably require some merging, in most cases it's either the gamedata/scripts or the gamedata/shaders folder which contains duplicate / incompatible files when DS is being installed on top of some other mod, so you'll have to check what files exist on both sides, and if there are two of the same name in the same folder, either just pick one of the two and see if that works, or, if it doesn't, merge the files, which is purely handwork and requires a little basic experience in merging files of the specific programming languages (either LUA or HLSL).

There are also a couple of mods that contain some special .xr files in the gamedata folder, those might require even deeper merging with decompiling and recompiling the .xr files.

What exact error do you get when you check the game's log file?

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Artyomx
Artyomx

After many attempts this is how I managed to make it work: I've installed absolute structures+ nature, then your mod, followed by TZRP. I've fixed the shadow problem by typing in the console "r2_sun_near 1". If I install OWR 3 the game always crashed with this errors: FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'hunters_toz_34'

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 175
[error]Description : <no expression>
[error]Arguments : Duplicate section 'wpn_ak74_m1' found.

So I've decided to play without OWR3. Another thing is that fps are dropping from 60 fps to 30, without having v-sync enable. Should I lower shadow settings and lighting distance? Sorry for many questions...

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Artyomx
Artyomx

Sun shafts was causing the fps issues, I've lower it, now the game is running at 60 fps :) Is it normal that shadows look pixelated even on max settings?

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Meltac Creator
Meltac

Those errors really don't look as if they would be caused by Dynamic Shaders, as they are talking about certain weapon configs which seem to be broken, and DS does not do anything with weapon configs.

Yes, DS requires a well powered and well optimized system to run with high frame rates - that's the consequence of improved visuals with many additional effects. If you buy a brand new game today it will also run with much less FPS than a ten years old game like SoC, wouldn't you agree? To gain performance you need to lower quality of certain effects, as you already did.

I have also noticed that shadows may look pixelated under certain circumstances, but haven't got a chance to check yet. Have you already tried a higher shadow resolution value?

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Artyomx
Artyomx

Thank you for the reply. The shadows looks the same on low and high settings. What settings should I modify in user.ltx to fix that and what is the settings to increase shadow detail distance?

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Meltac Creator
Meltac

Most of these settings are of general nature and not bound to Dynamic Shaders, so I'd recommend you search the web for tweak guides and the like, those authors can explain these settings much better than I could.

I've additionally brought the shadow resolution issue to my test audience, if I get some answers from there I'll let you know.

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Artyomx
Artyomx

Thank you so munch for all the help, I wish you all the best with this amazing project. Can't wait for new updates. Take care!

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salizar-ombrelune
salizar-ombrelune

Does anyone have a setting suggestion for more...subtle godrays ?

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Meltac Creator
Meltac

simply reduce the two values for SSH_EXPOSURE in ShaderSettingsSunShafts.txt

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Exosum
Exosum

It crashes on start-up, I have legit Steam version 1.0006 by default and I tried original XR_3DA which isn't supposed to work with modified *.dll files,
I tried modified XR_3DA with support for modified *.dll files,
I tried downgrading to 1.0005 with original XR_3DA without support for modified *.dll files,
I tried modified XR_3DA with support for modified *.dll files which generates this on start-up Dropbox.com 2015-08-30 09.55.28.png?dl=0

I am out of clues, what is wrong. Nothing is even displayed in error logs.

I was using fresh installation and no mods whatsoever.

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Meltac Creator
Meltac

I've never tried the mod with a Steam version, nor did I ever see that error. Have you tried the user.ltx from the download section?

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Exosum
Exosum

Yes, with every patch. Didn't work.

But that imgur screenshot is the only present with 1.0005 modified XR_3DA.

Others patches work, but they crash on start-up (black screen freeze, program don't respond.)

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Meltac Creator
Meltac

Have you read the release notes? Start up times can be quite (actually very) long, depending on your system. So what you see is probably not a crash but only the game taking longer to start up than you would expect.

You can speed up start up time by disabling some feature(s) like visor drops, sunshafts, or wet surfaces. Try disabling multiple features first to at least get to the main menu, after you succeeded in starting up the game, re-enable one feature after the other to see how much your system is able to handle.

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milosv
milosv

Hello, is there a way to increase a certain color in sun lighting? I find that environment lightning is more yellow than i would like it to be so any help would be appreciated. Awesome mod btw, using with :
OWR 3
The Zone Reclamation Project
1.0005 Version Stalker SHOC

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Meltac Creator
Meltac

Thanks. I didn't change the environment lightning so the color palette should basically be identical to vanilla.

Nonetheless, there are several ways to change that, but nothing out of the box. If you don't want to mess with your weather configs (which would be the ultimate location to tweak environment lightning) or textures, you could simply add a color filter to the shaders, at the end of the post-processing chain. Send me a PM if you need help with the latter.

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