Author: Meltac (C) 2011-2017
With contributions from Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, LoNer1, Lyoko774, DDraig, OGSE Team, Thunderfreak, Gnomus, CeeJay.dk, Marty McFly, and ket

Version 2.0 Main Features

- Reflective dynamic wet surfaces responsive to rain fall
- Indoor light reflections in selected places
- New Sun Shafts aka "God Rays" totally new implemented
- Sun effects additionally to sun shafts
- 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 for scopes
- Soft Shadows improved shadow jitter implementation
- Refractive water drops on visor HUD during rain fall
- Lens Flares on specific light sources (not only sun)
- Dynamic fluids such as water puddles or toxic fog

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

Sorry guys the beta version is delayed due to personal lack of time - but I'm still up for doing it asap.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

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 2 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 Files
User.ltx for fresh SoC installation with DS 2.0CTP

User.ltx for fresh SoC installation with DS 2.0CTP

Script 2 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 75 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 30 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...

Comments  (0 - 10 of 665)
soulliight1111
soulliight1111

Crashes immediately after trying to start a new game. It loads in the assets then poof to windows desktop.

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Have you installed it onto plain vanilla game with patch 1.0005? If not, ie. if you have installed any other mods (or even injectors / DLL hacks / engine modifications) on the same installation, or if you have some other patch version, you might encounter crashes. Also you might try using my user.ltx instead of yours.

Also, you should have gotten some error log entry in your Xray log file. Please check that and let me know.

Reply Good karma+1 vote
Eric_Wolfstadt
Eric_Wolfstadt

Heya there! I've been trying to get your mod to work, and it keeps saying my graphics card is not compatible. My 1060 gtx card.
No problem! I will simply use your new user.ltx file!
Unfortunately that does not work.
What would you suggest I do? I heard someone fixed it by switching Directx versions in the file. Any guides I can use to do the same?

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Hi there!

Depending on your GPU and monitor, the user.ltx from the download section needs to be modified. In most cases it's one or two simple settings such as screen resolution that need to be changed. So, I'd first check the resolution setting.

Did you get any specific error message or behavior when using my user.ltx?

Reply Good karma+1 vote
AquaManYeah
AquaManYeah

(Sorry forgot to connect, you can delete the one I've posted on guest)

Hey Meltac !

Just installed the mod, looks gorgeous !
I'm having trouble like FanofCrommsWorks to have a good DOF setting, but most importantly, I have an issue with zooming (aiming) I can't fix.

Whenever I'm zooming, brightness is slightly increasing. Not the worst thing that could happen but it's still enough to look pretty weird (since you have to zoom quite often ... :p).

Any idea where that might come from and how I could fix that ?

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Hi,

Thanks for installing the mod. I'm afraid that I haven't seen or heard of an issue with DS 2.0 like the one you're describing - and the mod is already pretty "old" so there has been plenty of feedback so far ;)

Have you changed any setting or file of the mod, or have you installed any other mod, extension, injector (e.g. FXAA / SMAA, ReShade, ENB Series etc.), engine mod or anything that could interfere with the mod?

Reply Good karma+1 vote
AquaManYeah
AquaManYeah

Thanks for the quick reply. I'm playing with ZRP, absolute nature and structure, and owr3. I was using ShaderMAX at first but your mod is more up to date and has better effects !

Regarding the DOF, I realized that as long as I'm leaving sun shafts on, the different DOFs are rendering correctly and looking good. But sun shafts are tearing my fps apart ...

For that issue with the aiming, just installing the mod without changing any settings will reproduce the bug. I tried changing some settings but nothing seems to remove this effect :p

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Dynamic Shaders is built on top of ShaderMAX. You could see it as a (massively) extended version of ShaderMAX.

As for DoF, if things look to you as intended only when sunshafts are enabled, you could use a very low sample number and decrease intensity until shafts are invisible and should then have correct DoF with almost zero FPS impact. I never tried that in-game, though.

As for the aiming issue, I'm sorry to hear that, but unfortunately I can't check it right now because I'm currently not working with my modding gear, sorry. I shall check as soon as possible, though. As said, I hadn't ever heard of that issue before, even my major game testers didn't mention it, so I assume it's barely visible to most users. Maybe it's more pronounced with certain GPUs and/or monitors. I'd address the issue asap once I got to reproduce it, of course.

Reply Good karma+1 vote
AquaManYeah
AquaManYeah

Yeah that's exactly what I did to minimise the fps impact, works good !

Thanks for taking time to reply, maybe I'm being over dramatic over this but now I noticed the bug I can't help but want to fix it. If you'd like any screenshot or log or anything don't hesitate to inform me.

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Sure, no problem :)

Reply Good karma+1 vote
niko_of_death
niko_of_death

I'm having the same issue described in the original post. I have as many DOF features disabled/lowered as possible without outright disabling dof (in order to retain sun shafts). Not only does zooming cause the image to brighten, but also removes the sun shafts from the image.

Here are screenshots showcasing the issue:

My.mixtape.moe
My.mixtape.moe

(look at the wall straight ahead to see the brightness issue, the wooden post to see the sun shaft issue)

and here are the settings I'm using currently

Pastebin.com (base)
Pastebin.com (sun shafts)

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

I'm sorry but I'm afraid that I couldn't fix this at the moment.

As I said, after three and a half years and almost 9,000 downloads, this issue has been reported only twice and not sooner than Apr 18 2018 for the first time, so I can't help but consider this as a rather minor bug, at least in comparison to some other, much larger construction sites in the mod.

My guess is that people tend to have now better GPUs and monitors with more dynamic range, giving more precise brightness results, than most users had about 3,5 years ago, so the issue might just have remained unnoticed for a quite long time. Nonetheless, most users still don't seem to have any issues with that nowadays.

As for the sunshafts, DoF and sunshafts did not work well together in DS 2.0, and other effects had similar issues. This will be much improved, if not totally fixed in DS 3.0. I could well imagine that the brightness issue will be gone then as well.

Reply Good karma+1 vote
niko_of_death
niko_of_death

Really? For me, when I disable DoF the sunshafts stop working, thats the only reason I have the the DoF enabled.

Reply Good karma Bad karma+1 vote
Meltac Creator
Meltac

Yes that's the way it happens in DS 2.0 - as I said DoF and sunshafts don't work well together, PLUS the they don't work at all alone ;)

I had somewhat totally messed up the combination of features in DS 2.0 which is one reason to make DS 3.0

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
S.T.A.L.K.E.R. Shadow of Chernobyl
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.5

30 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to Dynamic Shaders by selecting a button and using the embed code provided more...
Dynamic Shaders
Statistics
Last Update
Watchers
303 members
Files
10
Articles
10
Reviews
10
Got it!

We have recently updated our privacy policy and terms of use in-line with GDPR requirements. More Info?