Experimental Automated Graphics Enhancement

Discussion in 'Utilities and programming' started by Kryotex, Jan 12, 2024.

  1. Kryotex

    Kryotex
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    So, maybe some people notice how BeamNG's visual side isn't really up to par, well many reasons for that but one of them is that the graphical capabilities it has right now aren't really used as much as they could

    like, photomode, which allows you to tweak stuff like SSAO and Bloom, too bad the settings don't stay...
    or SUNSKY which can be tweaked to look good, too bad you have to do it manually for each level...

    well, i have a solution for it, and not only it, sorta

    NO RESHADE NEEDED, MOD USES FULLY NATIVE ENGINE FUNCTIONS
    SHOULD WORK WITH EVERY LEVEL
    INSTALL IN THE SAME PLACE AS ANY OTHER MOD


    once you load a level, press the "=" hotkey and adjust TimeOfDay settings to fully take effect

    pretty much an automated LUA code that sets Level's SUNSKY settings + some PostFX settings on level load

    even added custom gradient maps for sunsky to use, makes the picture more clean and even IMO
    it also has support for setting your own Color Correction map, but it's set to none by default, so pick your own
    i tried setting clouds aswell but they aren't as static to the level as sunsky is so i can't make it work everywhere
    some settings aren't being loaded for some reason (i did this mod on a whim with no API knowledge) so i added a hotkey PRESS "=" TO UPDATE/RELOAD SETTINGS

    nothing revolutionary under the hood, literally a value set/update
    it has a .json file preset dump, so you can tweak the settings to your liking (located under DOCUMENTS/BEAMNG/"game version"/Settings/sdtweakspreset.json) after you load a level once

    If you have issues after uninstalling, open photomode to revert PostFX settings back

    it's pretty much an experimental thing, if the code makes you shiver, it's ok, you can fix everything if you want
    some init functions borrowed from car_killer's graphic settings mod, so some credits go to them obv

    GET ON REPO

    and ofc, some pics
    BeamNGdrive_20240113-0054.png BeamNGdrive_20240113-0050.png Untitled-2.png Untitled-3.png Untitled-4.png Untitled-5.png Untitled-6.png Untitled-7.png
     

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    #1 Kryotex, Jan 12, 2024
    Last edited: Jan 18, 2024
    • Like Like x 1
  2. CharlesCal6226

    CharlesCal6226
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    I prefer the rayleigh scattering to be at 0.001 instead of 0.007
     
  3. boimadashell

    boimadashell
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    my shadows appear grainy idk why
    is it because of the mod or my computer?
     
  4. CharlesCal6226

    CharlesCal6226
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    It is due to the very high SSAO radius
     
  5. Kryotex

    Kryotex
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    everything is adjustable in the preset file, you can increase amount of SSAO samples, decrease shadow smoothness etc.
    Beamng itself uses old PSSM shadows which are grainy by themselves + lack of AntiAliasing makes it even worse, but that's outside of my ability to fix
     
    #5 Kryotex, Jan 15, 2024
    Last edited: Jan 16, 2024
  6. boimadashell

    boimadashell
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    ...this js broke my graphics when i deleted it. it seems that its only like this in wcusa
    --- Post updated ---
    upload_2024-1-16_10-40-26.png
     
  7. boimadashell

    boimadashell
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    how do i cahnge my graphics back?
     
  8. Kryotex

    Kryotex
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    Open and close photomode it has code to reset graphic back to default
     
  9. boimadashell

    boimadashell
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    it didnt change anything..... :/ if i delete the mod the graphics are messed up
     
  10. Punk20

    Punk20
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    May 23, 2024
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    does it have a performance impact at all
     
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