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TODO #1

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Filoppi opened this issue Oct 9, 2024 · 0 comments
Open

TODO #1

Filoppi opened this issue Oct 9, 2024 · 0 comments

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@Filoppi
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Filoppi commented Oct 9, 2024

  • Wrap up LUT extrapolation (almost done)
  • Finish SDR mode (almost done, sun shafts could be better)
  • Finish linear UI (white fonts on dark background could be better)
  • Move DLSS to before TM
  • Nexus Screenshots/Video
  • Improve c++ code a bit
  • Dump all shaders (e.g. shader_dump.addon64) and fix all shader permutations (kinda done) (submit them on github?)
  • Test GOG and Epic and DLC (GOG version is single threaded?)
  • Find when the UI blur is used
  • Test sun shafts being too invasive? Seems fine!
  • Test the modded game with the DX validation layer on (kinda done)
  • Package a mod that fixes the issues and incompatibilities from the other major mods (e.g. they cause fire particles to flicker from some point of views, remove some important game lights, break some particles effect, add some weird graphics settings to the menu, ...)
  • Verify that system.cfg and autoexe.cfg do anything
  • Do code and shaders TODO(FT)s
  • Submit mod data source files and cso decompiler script
  • Fix weapon FOV resetting
  • Add DXGI_PRESENT_ALLOW_TEARING
  • Fix some bloom stuff being broken in some levels according to nexus user (When i go to the Exterior of Talos Station the screen turns black, and i get motion vector data (Black and purple on motion objects) , the problem goes away if i turn SSR on again.)

Low priority or optional:

  • Fix the LUTs that clip (on red) before coordinates 1 in the mods data (or fix them at runtime by analyzing their clipping peak?)
  • Fix super sampling crash (or black screen) (it doesn't crash now but looks broken) r_Supersampling = 2
  • Find a way to ignore window focus loss events because the game pauses when alt tabbing out and that slows down development (kinda unnecessary by now)
  • Fix e_ObjQuality (high quality meshes, sys_spec_objectdetail 4) preventing some meshes+decals+particles from rendering in some levels (like Shuttle Bay) (link). Could it be related to the scene mask they have to have "portals" behind mirrors? Or about DX queries? (fixed by mods!)
  • Fix glass flickering heavily when there's multiple layers being rendered (might not be easily fixable)
  • Add OptiScaler to allow FSR 2 for everybody?
  • Fix movement speed fluctuating at high frame rates if the fps isn't stable?
  • Fix DRS going up and down too quickly?
  • Override the resolution picked by the dynamic resolution manager with a manual chosen one
  • Start community shader project?

No:

  • Test the UI being "adaptive", and partially following the game's exposure (nah)
  • Add support Microsoft Store builds? Nah (though we could disable the native hooks and upgrade the swapchain through ReShade. At least allow SSR and GTAO)
  • Restore screen space shadow? r_ShadowsScreenSpace = 1 Nah
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