Does anyone know, if I'm playing at 1440p, while using in game upscaling 1.5, will I notice this mod being installed? Or do I need to play on normal resolution scaling? I'm somewhat new to RDR2 modding. Thanks!
I have an issue where the textures are super stretched and look really blurry and bad at certain angles, I am using vulkan and have POM set to high. https://drive.google.com/file/d/16XIzvfLzEPvRkITCJg2EnP3J66zBdy00/view?usp=sharing
Edit: It's 100% an issue with TAA, because I don't have it when I turn TAA off. But I only see it on ground textures. Not sure why... I'm also using the perfect TAA mod in recommended mods + visual redemption.
This is also a problem with vanilla textures, but most of them are so blurry you cant tell. TAA is blurring parallax mapping. Most of my pack has reduced height cause of this issue. So yeah no fix for this unfortunately.
ALL AROUND THE MAP updates: Added few missing archives and textures to Sisika Penitentiary. Improved a lot of older TTO textures with better displacements and less TAA blur, less than vanilla had. Remade and improved multiple older TTO version rocky grounds, mossy muddy rocky grounds, dead pine forest grounds and a lot of different grasses. Multiple new cliff and top rock textures.
AREA SPECIFIC updates: CUMBERLAND & GRIZZLIES EAST: Reworked old TTO weedy grass textures to look closer to vanilla, fix weird blend errors and have proper tintmaps. DACOTA RIVER: Multiple new gravel- , dirt- and rocky grounds. Multiple new top rocks. GRIZZLIES WEST: New canyon gravel and dirt grounds. New mud ground in Colter. GREAT PLAINS, TALL TREES & HENNIGANS: Improved old TTO's few different grasses and pine forest grounds. HEARTLANDS/VALENTINE: New lush grass texture. Multiple new cliff top rocks and rocky grounds. Reworked and improved old TTO lush grasses, dry grass and sparse grass. LEMOYNE: -Scarlet Meadows- New road variants, pond area sands, rockfaces, muds, dirt stones, ground roots and dirt grass. New shell road at Braithwaite Manor. Completely remade old TTO's forest leaves ground and weedy grass. Reworked old TTO's clover grass and dried grass. They now have more displacement and are closer to vanilla. -Swamps- Multiple new swamp forest grounds, muds, kudzu leaves and muddy leaves. Remade older grass variant. Improved muddy moss texture. ROANOKE: Multiple new cliffs, top rocks and rocky grounds. New road ground roots, shoreline sandy grounds, muds and muddy rocks. Improved old TTO clover grass texture.
awesome I'll give it a shot today and report back, I have a 4090 so we'll so how bad it impacts anything.. And yes, I noticed it most on weeds and piles of sticks, like you said, things that stick out high above the ground. Is it possible to make a version with even more reduced height? Also do you know how other antialising methods would deal with parallax in RDR2? Have you tried other AA? For instance I have used TFAA through reshade in other games, or SMAA, MSAA.
Ingame MSAA doesn't blur the displacements. And no I can't really reduce the height since that heightmap is also used for texture blending :/ But if it really bothers you, set the parallax mapping setting to low or medium, it reduces it alot.
so I'd say good results with these new textures, I think rocks looked better, but grass/clovers were about the same. However, everything definitely looked better overall with POM set to high, and I didn't notice any stuttering or significant performance difference. But the real solution now really just seems to be setting POM to low with the current textures. Anything higher than that, the blur is just too distracting.
So far I've had no issue running this on Direct X12 once loading the game up in vulkan then switching to DX12. Game still works fine w the textures and no noticeable difference.
no, you can't change renderer mid-game and see the changes without restarting first. The shaders etc aren't changing, he's just telling the game to use DX12 on the next load, which is why he's not noticing a difference.
Yes, but most of the parallax is slightly less than vanilla since it has alot of blur with TAA / upscalers. And no I can't simply make this dx12 compatible.
Tried it out on vulkan and it's pretty solid honestly, thanks for your work. Not being able to use it on dx12 is unfortunate but understandable. Since I need to use dx12 to get more consistent fps and be able to use frame gen I think I'll pass :(
It is actually possible, the reason it does not work with dx12 is because of the bc7 and some of the bc3srgb formats that you are using, use the same textures formats as in the original ytds in the game files, such as bc1 bc1srgb and bc3,bc3srgb, and then it will load 100% and work with dx12.
I did that to the old version of this mod and completed 100% with it on dx12, no quality loss after conversion, and the mod size went from +7gbs to around 3.42 gbs, but unfortunately I deleted it by mistake. You can find a mod here called fixed prison scars or something like that, is it a 2k texture working with dx12, check its ytd, you will see the formats used for textures like I said above.
I used paint back then to convert, took a very long time, but dx12 is worth it, sure someone with knowledge in scripts and stuff can do this much much faster.
either way it is a great mod, I just wanted to comment on this to say that yes it is possible with dx12 if the correct textures formets will be used as I explained above.
710 comments
Edit: It's 100% an issue with TAA, because I don't have it when I turn TAA off. But I only see it on ground textures. Not sure why... I'm also using the perfect TAA mod in recommended mods + visual redemption.
TAA is blurring parallax mapping. Most of my pack has reduced height cause of this issue.
So yeah no fix for this unfortunately.
You can try out a preview build, this has alot of improvements on problems like this and alot of new textures, but I think this might introduce stuttering thats why I haven't released it for public:
https://drive.google.com/file/d/1py17Bb_wuwIGdxJI9UD91SP7attjO_a4/view?usp=drive_link
Changes in this version:
ALL AROUND THE MAP updates:
Added few missing archives and textures to Sisika Penitentiary.
Improved a lot of older TTO textures with better displacements and less TAA blur, less than vanilla had.
Remade and improved multiple older TTO version rocky grounds, mossy muddy rocky grounds, dead pine forest grounds and a lot of different grasses.
Multiple new cliff and top rock textures.
AREA SPECIFIC updates:
CUMBERLAND & GRIZZLIES EAST:
Reworked old TTO weedy grass textures to look closer to vanilla, fix weird blend errors and have proper tintmaps.
DACOTA RIVER:
Multiple new gravel- , dirt- and rocky grounds. Multiple new top rocks.
GRIZZLIES WEST:
New canyon gravel and dirt grounds.
New mud ground in Colter.
GREAT PLAINS, TALL TREES & HENNIGANS:
Improved old TTO's few different grasses and pine forest grounds.
HEARTLANDS/VALENTINE:
New lush grass texture.
Multiple new cliff top rocks and rocky grounds.
Reworked and improved old TTO lush grasses, dry grass and sparse grass.
LEMOYNE:
-Scarlet Meadows-
New road variants, pond area sands, rockfaces, muds, dirt stones, ground roots and dirt grass.
New shell road at Braithwaite Manor. Completely remade old TTO's forest leaves ground and weedy grass.
Reworked old TTO's clover grass and dried grass. They now have more displacement and are closer to vanilla.
-Swamps-
Multiple new swamp forest grounds, muds, kudzu leaves and muddy leaves.
Remade older grass variant. Improved muddy moss texture.
ROANOKE:
Multiple new cliffs, top rocks and rocky grounds.
New road ground roots, shoreline sandy grounds, muds and muddy rocks.
Improved old TTO clover grass texture.
I did that to the old version of this mod and completed 100% with it on dx12, no quality loss after conversion, and the mod size went from +7gbs to around 3.42 gbs, but unfortunately I deleted it by mistake. You can find a mod here called fixed prison scars or something like that, is it a 2k texture working with dx12, check its ytd, you will see the formats used for textures like I said above.
I used paint back then to convert, took a very long time, but dx12 is worth it, sure someone with knowledge in scripts and stuff can do this much much faster.
either way it is a great mod, I just wanted to comment on this to say that yes it is possible with dx12 if the correct textures formets will be used as I explained above.
doesn't seem to impact my performance either