Author: Meltac (C) 2011-2018
Contributors: Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, LoNer1, LVutner, Lyoko774, DDraig, OGSE Team, Thunderfreak, Gnomus, CeeJay.dk, Marty McFly, crosire, and ket
Patch 1 for 2.0 CTP available - see download section.
- 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
- Advanced tone mapping / color filters
Many thanks to everybody who helped developing, testing, and releasing this mod!
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.
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 ;-)
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.
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:
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.
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.
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!
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).
A first update for the current Beta release of Dynamic Shaders 1.2 containing a set of hotfixes and improvements will be available soon.
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.
We are preparing a CTP containing a subset of the new features.
After extensive work including various code rebuilds I've come to the decision to start version 2.0 instead of continuing with 1.2.
Small patch containing a couple of fixes and improvements.
This sample user settings file will fix a crash of DS2.0CTP on a new installation of the game or with some setups.
Community Technology Preview (CTP) of the long awaited Dynamic Shaders 2.0 mod. See details for more information...
Second patch (non-cumulative) for Dynamic Shaders 1.2 Beta containing a set of further improvements, including thermal/infrared vision scopes. Check out...
First small patch for Dynamic Shaders 1.2 Beta containing a set of hotfixes and improvements. Check out the readme.txt before installation.
Beta release of the next generation of the Dynamic Shaders mod. Please read description before installing and also install Patch 1+2 (separate downloads...
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my pc reaches 80c on gpu it is gtx 1660. mod from 2012 is doing this?
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When I ADS the whole game gets brighter which kinda bugs me a bit but everything else is pretty much perfect for me
yeah, depending on the enabled effects and the individual shader settings the game look might get brighter or darker and you gotta adjust the overall brightness/contrast/gamma levels accordingly.
I have the same issue with the game getting brighter when ADS, by adjusting the brightness and all that, are you referring to the base in game settings or the shader configs? I have tried messing with them but can't make that effect go away.
*Edit* I have also found that shadows are streaking at the edges of the screen, and this only gets more prominent when Aiming Down sights. Everything else looks beautiful and is fantastic work. I just can't seem to solve these problems.
Sorry, no specific experience here with ADS. Generally you might have to check/adjust both in-game brightness/contrast/gamma and shader settings. As for shadow glitches, that's in most cases an issue with your user.ltx shadow settings, you might want to google for the right settings.
Im using this mod in conjunction with legendary mod and I cant for the life of me seem to be able to enable motion blur from the dynamic shaders notepad in r2. When I take out the // on different lines of text I end up getting the Pixel shader 1.1 error. Appreciate your time and any advice anyone might have.
Hello, have you added -mblur to your shortcut to Stalker? Because otherwise motion blur will be disabled engine-wise, regardless of the shader settings. Also check the value of r2_mblur in console, not sure if the shader scripts change this or if you have to enable it there yourself as well.
If both these adjustments won't help it's probably an issue of how you merged the two mods, then I'd encourage you to get some basic knowledge in mod merging.
How do I disable lens flares? I can't find a toggle for it.
Hi, not sure about the correct setting right now but there is definitively one, probably in ShaderSettings.txt. Wait, which lens flares are you talking about? I thought the mod's custom lens flares were disabled by default, so do you mean the sun flares? Because I haven't touched those, they're still original.