[Workaround availible] [MacOS] The point at which the shader draws the effect varies. This is because some sprites are being drawn at the same time as some special UI elements related to the current location (like the mine level indicator). This is not a problem for Windows / Linux users. On MacOS however, this workaround can lead to ugly shader artifacts in those locations (Mines, Volcano). If you experience it, there is an option to turn off the effect there, until i find a better fix.
I LOVE THIS MOD - thank you so much! I'm having a very minor compatibility issue when I exit to title with Clear Glasses mod. I get errors in my SMAPI log and then Clear Glasses disables. I love using both so I usually just reload the game, but thought I'd mention it. Thanks again!
This mod is great, but I'm getting a really hideous artifacting issue. Very visible on indoors maps and when it gets dark outside, occurs to the far right of my screen and a few lines at the bottom at night. Adjusting settings and disabling the alternative draw method did not help at all. I do have dynamic night time and a reshade installed and haven't checked if that might be the cause. Example here (far right of screen at top and bottom)
Thanks for reporting it. I use both dynamic night time and ReShade too and both should be fully compatible. Could you post your SMAPI log file (https://smapi.io/log)?
It also looks like your HUD is somehow distorted. What kind of shaders are you using in ReShade?
Quick question for you -- what settings did you use for the file uploaded on April 11th? I believe it's version 1.3.9
For whatever reason, that one (and all the versions before we were able to fine tune the tilt shift effect) looks better than the newest version. I'm on Mac, so maybe that has something to do with it, but by chance are those settings different from the ones currently used as the default?
Hey! Since 1.5 the shaders used before 1.4 are included too (Gaussian 2D). I believe the default settings for 1.3.9 were 4x radius with 2 passes (Gaussian 2D). Nothing else really changed besides adding performance friendly shader versions and some features. Maybe it has something to do with the sigma value i used to calculate the gaussian weights (changed it in 1.5).
For the next major update i plan to include a sigma setting in the configuration menu to manually adjust it at runtime. Ideally the value is adjusted to the radius setting.
Hey! I don't use Stardrop and see no point of using it since Vortex handles everything super well (including file conflicts and incompatibility warnings). So i can't really recommend something i don't use, but im sure it does a nice job and I changed the description a bit to include stardrop and linked it too.
It should be compatible with almost all mods. There is no mod I know of that messes with the drawing cycle of the game. The only incompatible mod I found was dynamic night time, but it was fixed.
I, and probably others, would appreciate it if you added that bit to the description. The way it's worded now makes it sound like it's a not-uncommon occurrence with no way for an end-user to check their mods for.
The mod is INCREDIBLY laggy for me. I do have a weak, 10-years old laptop, but still dropping from 60 FPS to 15 with this mod is kind of an issue. If possible - could you work on optimisation some time in the future? Thank you in advance!
You can try changing the settings. Definitely turn off gaussian blur, use only a 4x radius. Blur is a relatively heavy task for the graphics card. For example a 4x radius on a full HD resolution it has to do 167961600 floating point calculations (1920x1080x81) every frame. It's nothing for a modern graphics card but if you run it on the older integrated card or even the cpu it can slow down things. I minimize the calculations by using some tricks and only doing the necessary calculations but still. Im in the process of optimizing it more but I can't promise much.
I'm testing the upcoming 1.4.0 version, you can definitely expect some good performance gain. I'm implementing a 2 pass 1D gaussian blur wich should make things a lot faster.
Edit: 1.4.0-beta1 is out. You should see a big difference in performance
The optimization has improved significantly! Even with 2 passes I get almost no frame drops. Occasional stutters don't count. Thank you so much and well done! I think there's some difference in looks between current blur and previous one, but I'm not sure. If there is, and it's not just code - perhaps you could leave the old version for those who want it? I've also noticed, that blur radius gauge allows for anything between 2-8, however only multiples of 2 are shown, so you can't set it to 3 or 7 for example, for some reason.
Thanks for the feedback! I added the missing uneven radius options in 1.4.0-beta2. The difference between the blur methods is so small that i decided to go with the (by far) fastest method and scrap the other ones, I compared the different blur methods and there is almost no difference. If you were to blur a photo, you would use gaussian blur, but i realized it makes almost no difference with the graphics style of stardew valley.
Hey! This is absolutely gorgeous, but I wanted to let you know when I attempt to go fishing, it prevents the mini game from popping up. It still runs, and I get the "dun dun dun!" sound of loosing the fish, but the actual green bar doesn't show up visually.
[Linux] Directory not found, mainly because of a same name but different capitalization so Linux thinks it's a different folder:https://smapi.io/log/fff50e6d3db445ab9f9f04bd2c97e174
51 comments
It also looks like your HUD is somehow distorted. What kind of shaders are you using in ReShade?
For whatever reason, that one (and all the versions before we were able to fine tune the tilt shift effect) looks better than the newest version. I'm on Mac, so maybe that has something to do with it, but by chance are those settings different from the ones currently used as the default?
Thanks! :)
For the next major update i plan to include a sigma setting in the configuration menu to manually adjust it at runtime. Ideally the value is adjusted to the radius setting.
Edit: 1.4.0-beta1 is out. You should see a big difference in performance
I think there's some difference in looks between current blur and previous one, but I'm not sure. If there is, and it's not just code - perhaps you could leave the old version for those who want it?
I've also noticed, that blur radius gauge allows for anything between 2-8, however only multiples of 2 are shown, so you can't set it to 3 or 7 for example, for some reason.
https://smapi.io/log/fff50e6d3db445ab9f9f04bd2c97e174
Will be fixed in the next versionFixed in 1.3.1!