Dictator93
Member
From "deferredambient.inc.fx":
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Lol.
This thread should come with popcorn.
From "deferredambient.inc.fx":
![]()
Lol.
This thread should come with popcorn.
// This is PC only, who cares.
So the bloom needs to be backed off.
We need a little more DoF (just a LITTLE) when standing still and LESS DoF when running.
The tweak is getting there..lol.
I don't know if a lot of these lighting changes are necessarily for the better. A lot of the pictures being posted have this commonly "washed out" look to them.
The increased rain and proper headlight shadows look great, though.
The maker him/her self is even referring to it as a MOD. But seriously, don't you all (the people going after PC Gamer) think your going a bit overboard simply because they referred to this as a mod?."TheWorse Mod for Watch_Dogs (0.7 Version)"
#ifndef _SHADERS_DEFERREDAMBIENT_INC_FX_
#define _SHADERS_DEFERREDAMBIENT_INC_FX_
#include "Ambient.inc.fx"
#if defined(XBOX360_TARGET) || defined(PS3_TARGET)
#define READ_3D_TEXTURES
#endif
#define PROBE_VOLUME_SIZE_Z 17
#define LINEARZSPACING 3.5f
float3 GetUnifiedVolumeUVW(in float3 worldSpacePosition, float baseZ)
{
// Figure out where we stand in the our 3x3 grid (128m per tile).
float2 distFromCenter = worldSpacePosition.xy - VolumeCentreGlobal.xy;
float2 uv = (distFromCenter / (256.0f / 23.0f * 120.0f)) + 0.5f;
// Since we have 24x24 probes, but we have 1 row/column of redundancy between
// tiles, we need to introduce a 1px offset for each tile as we move away
// from the center.
uv += round(distFromCenter / 256.0f) / 120.0f;
float w = saturate((worldSpacePosition.z - baseZ) / LINEARZSPACING / PROBE_VOLUME_SIZE_Z);
return float3(uv, w);
}
// This is al ultra dumbed-down version of what there is in DeferredAmbient.fx,
// designed for rain light. Assumes normal pointing up and no floor correction.
float3 GetRainLightProbeAmbient( float3 worldSpacePos )
{
float3 volumeUVW = GetUnifiedVolumeUVW(worldSpacePos.xyz, CenterBaseZ);
float4 finalUVW4 = float4(volumeUVW, 0);
finalUVW4.z += (0.5f / PROBE_VOLUME_SIZE_Z);
#ifdef READ_3D_TEXTURES
#ifdef NOMAD_PLATFORM_XENON
// On XBOX, since the texture filtering is good, we stick to
// 8-bit texture. We dont use gamma because this would require us
// to use one of the _AS_16 format the the shader becomes
// texture cache stall bound. We opt for a manual (non-gamma-correct)
// filtering using a sqrt() for encoding and x^2 for decoding.
float4 encodedUpperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4);
float3 upperColor = (encodedUpperColor.rgb * encodedUpperColor.rgb) / (encodedUpperColor.a * RelightingMultiplier.y);
#else
float3 upperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4).xyz;
#endif
#else
[B]// This is PC only, who cares.
float3 upperColor = DefaultProbeUpperColor;
#endif[/B]
return upperColor;
}
#endif // _SHADERS_DEFERREDAMBIENT_INC_FX_
more like it ain't done and we have a shipping date. Taking it out will make broke shit even more broke, so just disable them.
Really wish more studios were like cd project RED that can give out free 2.0 patches with completely rebalances and visual improvements.
Without context, this doesn't mean anything.From "deferredambient.inc.fx":
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Lol.
Thanks. Sadly still doesn't really tell us what's going on. Is the PC version using whatever is in "DeferredAmbient.fx" on higher quality settings, and therefore we don't care about this dumbed down version on PC?I took the liberity of reinstalling Watch Dogs and opening the shader.dat file.
If that is true, I'm going to blow a gasket.
i dont know if there is some parity thing that some are advocating, but i do know that the gulf between PC and consoles is pretty damn big. Much bigger than the petty squabbling of the two hd consoles
PS4/XB1 were released in 2013.
In 2012, a company like Ubisoft must have known almost every little detail about both consoles, upgrades aside.
Amazing.From "deferredambient.inc.fx":
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Lol.
Is there a way we can use twitter to call out the journalists who are trying to cover this disaster with shilling lies like "MOOODS"? Absolutely everybody that cares and does not care needs to know about this.
Good to see you're still posting thoughtful/meaningful contributions to threads.
OT: will download when I have some time tonight to see how it runs.
From "deferredambient.inc.fx":
![]()
Lol.
Without context, this doesn't mean anything.
Thanks. Sadly still doesn't really tell us what's going on. Is the PC version using whatever is in "DeferredAmbient.fx" on higher quality settings, and therefore we don't care about this dumbed down version on PC?
Just played .7 for about 30 minutes.
Not only does it look better, but it performs better as well!
Pretty much got rid of all the stuttering. Running max settings 1080p with 2x TXAA with a 780Ti.
Without context, this doesn't mean anything.
Thanks. Sadly still doesn't really tell us what's going on. Is the PC version using whatever is in "DeferredAmbient.fx" on higher quality settings, and therefore we don't care about this dumbed down version on PC?
Without context, this doesn't mean anything.
Thanks. Sadly still doesn't really tell us what's going on. Is the PC version using whatever is in "DeferredAmbient.fx" on higher quality settings, and therefore we don't care about this dumbed down version on PC?
// On XBOX, since the texture filtering is good, we stick to
// 8-bit texture. We dont use gamma because this would require us
// to use one of the _AS_16 format the the shader becomes
// texture cache stall bound. We opt for a manual (non-gamma-correct)
// filtering using a sqrt() for encoding and x^2 for decoding.
"cover this disaster", seriously?
It's a mod, the creator called it a mod. What do you expect PC Gamer to do? Launch an attack on Ubisoft with no evidence like some people are doing?
Most of the accusations being thrown are without proof, do you expect a professional gaming outlet to mirror them and "attack" Ubisoft based on nothing?
Some people here need to get a grip. This is not a crusade or a big injustice. They cut some features for reasons unknown. There might be more to the story, probably there isn't. It's still no reason to demand justice over it.
Also, I find honest code commenting hilarious. Some of the stuff in the quake code base for example...
that code comment is hilarious but really it could mean anything
it could mean "who cares, no one uses PCs" or it could mean "who cares, PC build doesn't need to worry about this because its more powerful, or any number of 100 other reasons"
code comments are not PR
I took the liberity of reinstalling Watch Dogs and opening the shader.dat file.
In it's entirety; the contents of 'deferredambient.inc.fx'
Code:#ifndef _SHADERS_DEFERREDAMBIENT_INC_FX_ #define _SHADERS_DEFERREDAMBIENT_INC_FX_ #include "Ambient.inc.fx" #if defined(XBOX360_TARGET) || defined(PS3_TARGET) #define READ_3D_TEXTURES #endif #define PROBE_VOLUME_SIZE_Z 17 #define LINEARZSPACING 3.5f float3 GetUnifiedVolumeUVW(in float3 worldSpacePosition, float baseZ) { // Figure out where we stand in the our 3x3 grid (128m per tile). float2 distFromCenter = worldSpacePosition.xy - VolumeCentreGlobal.xy; float2 uv = (distFromCenter / (256.0f / 23.0f * 120.0f)) + 0.5f; // Since we have 24x24 probes, but we have 1 row/column of redundancy between // tiles, we need to introduce a 1px offset for each tile as we move away // from the center. uv += round(distFromCenter / 256.0f) / 120.0f; float w = saturate((worldSpacePosition.z - baseZ) / LINEARZSPACING / PROBE_VOLUME_SIZE_Z); return float3(uv, w); } // This is al ultra dumbed-down version of what there is in DeferredAmbient.fx, // designed for rain light. Assumes normal pointing up and no floor correction. float3 GetRainLightProbeAmbient( float3 worldSpacePos ) { float3 volumeUVW = GetUnifiedVolumeUVW(worldSpacePos.xyz, CenterBaseZ); float4 finalUVW4 = float4(volumeUVW, 0); finalUVW4.z += (0.5f / PROBE_VOLUME_SIZE_Z); #ifdef READ_3D_TEXTURES #ifdef NOMAD_PLATFORM_XENON // On XBOX, since the texture filtering is good, we stick to // 8-bit texture. We dont use gamma because this would require us // to use one of the _AS_16 format the the shader becomes // texture cache stall bound. We opt for a manual (non-gamma-correct) // filtering using a sqrt() for encoding and x^2 for decoding. float4 encodedUpperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4); float3 upperColor = (encodedUpperColor.rgb * encodedUpperColor.rgb) / (encodedUpperColor.a * RelightingMultiplier.y); #else float3 upperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4).xyz; #endif #else [B]// This is PC only, who cares. float3 upperColor = DefaultProbeUpperColor; #endif[/B] return upperColor; } #endif // _SHADERS_DEFERREDAMBIENT_INC_FX_
I stand corrected; it's actually in there. Not that it matters, it seems this entire inc was targeted for PS3/360; so in context there's nothing wrong with the comment.
that code comment is hilarious but really it could mean anything
it could mean "who cares, no one uses PCs" or it could mean "who cares, PC build doesn't need to worry about this because its more powerful, or any number of 100 other reasons"
code comments are not PR
We have no clue what this means. People should calm their tits.
I took the liberity of reinstalling Watch Dogs and opening the shader.dat file.
In it's entirety; the contents of 'deferredambient.inc.fx'
Code:#ifndef _SHADERS_DEFERREDAMBIENT_INC_FX_ #define _SHADERS_DEFERREDAMBIENT_INC_FX_ #include "Ambient.inc.fx" #if defined(XBOX360_TARGET) || defined(PS3_TARGET) #define READ_3D_TEXTURES #endif #define PROBE_VOLUME_SIZE_Z 17 #define LINEARZSPACING 3.5f float3 GetUnifiedVolumeUVW(in float3 worldSpacePosition, float baseZ) { // Figure out where we stand in the our 3x3 grid (128m per tile). float2 distFromCenter = worldSpacePosition.xy - VolumeCentreGlobal.xy; float2 uv = (distFromCenter / (256.0f / 23.0f * 120.0f)) + 0.5f; // Since we have 24x24 probes, but we have 1 row/column of redundancy between // tiles, we need to introduce a 1px offset for each tile as we move away // from the center. uv += round(distFromCenter / 256.0f) / 120.0f; float w = saturate((worldSpacePosition.z - baseZ) / LINEARZSPACING / PROBE_VOLUME_SIZE_Z); return float3(uv, w); } // This is al ultra dumbed-down version of what there is in DeferredAmbient.fx, // designed for rain light. Assumes normal pointing up and no floor correction. float3 GetRainLightProbeAmbient( float3 worldSpacePos ) { float3 volumeUVW = GetUnifiedVolumeUVW(worldSpacePos.xyz, CenterBaseZ); float4 finalUVW4 = float4(volumeUVW, 0); finalUVW4.z += (0.5f / PROBE_VOLUME_SIZE_Z); #ifdef READ_3D_TEXTURES #ifdef NOMAD_PLATFORM_XENON // On XBOX, since the texture filtering is good, we stick to // 8-bit texture. We dont use gamma because this would require us // to use one of the _AS_16 format the the shader becomes // texture cache stall bound. We opt for a manual (non-gamma-correct) // filtering using a sqrt() for encoding and x^2 for decoding. float4 encodedUpperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4); float3 upperColor = (encodedUpperColor.rgb * encodedUpperColor.rgb) / (encodedUpperColor.a * RelightingMultiplier.y); #else float3 upperColor = tex3Dlod(BigProbeVolumeTextureUpperColor3D,finalUVW4).xyz; #endif #else [B]// This is PC only, who cares. float3 upperColor = DefaultProbeUpperColor; #endif[/B] return upperColor; } #endif // _SHADERS_DEFERREDAMBIENT_INC_FX_
I stand corrected; it's actually in there. Not that it matters, it seems this entire inc was targeted for PS3/360; so in context there's nothing wrong with the comment.
By looking at the rest of the file... It looks like the context of it is just telling other developers about what textures and shaders to use. This is a few lines up from the PC line:
So.. its basically something about the texture filtering method on consoles compared to the PC. The PC version doesnt have to worry about texture cache (because its a powerful pc). Hence why it says "This is for pc, who cares".
Man you people are gullible as fuck. Totally found this additional line of code in deferredambient.inc.fx!!!
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I wonder if my 7850 can run this decently...