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[MISC] [RELEASED] Simple and Effective Dithering 1.0



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    Hello...

    I recently created a dithering mod for Grand Theft Auto V, which mimics a "debanding" feature, with satisfactorial effects, is not present in RAGE Engine and it was never included by Rockstar.

    In this thread i will show you the process i followed while creating this file and tweaking it.
    ( the quality of the cover image might say the opposite, just ignore those artifacts) The pictures will show the effect in foggy weather and night time.

    Let 's get started...

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    The first values i tried to fix the gradients were too big, the screen looked too dirty:

    <postfx_noise>0.100. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.010</postfx_noise_size>

    I experimented with many different numbers, increasing and decreasing parameters, and it took 2-3 hours until i find the optimal value...

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    <postfx_noise>0.100. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.010</postfx_noise_size>

    <postfx_noise>0.100. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.015</postfx_noise_size>

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    <postfx_noise>0.100. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.017</postfx_noise_size>

    <postfx_noise>0.000. 0.017</postfx_noise>
    <postfx_noise_size>0.000 0.017</postfx_noise_size>

    <postfx_noise>0.000. 0.020</postfx_noise>
    <postfx_noise_size>0.000 0.020</postfx_noise_size>

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    <postfx_noise>0.000. 0.025</postfx_noise>
    <postfx_noise_size>0.000 0.025</postfx_noise_size>

    <postfx_noise>0.000. 0.035</postfx_noise>
    <postfx_noise_size>0.000 0.035</postfx_noise_size>

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    <postfx_noise>0.000. 0.050</postfx_noise>
    <postfx_noise_size>0.000 0.050</postfx_noise_size>

    Reached this point, the noise effect was way too evident, and the screenshots quality still was very poor... ...or wasn't?

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    I keep trying...

    <postfx_noise>0.047. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.010</postfx_noise_size>

    <postfx_noise>0.045. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.010</postfx_noise_size>

    <postfx_noise>0.042. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.010</postfx_noise_size>

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    I even introduced some crazy values like:

    <postfx_noise>0.000. 0.020</postfx_noise>
    <postfx_noise_size>0.100 0.000</postfx_noise_size>

    <postfx_noise>0.000. 0.025</postfx_noise>
    <postfx_noise_size>0.150 0.000</postfx_noise_size>

    <postfx_noise>0.000. 0.037</postfx_noise>
    <postfx_noise_size>0.500 0.000</postfx_noise_size>

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    <postfx_noise>0.000. 0.047</postfx_noise>
    <postfx_noise_size>0.750 0.003</postfx_noise_size>

    <postfx_noise>0.050. 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.001</postfx_noise_size>

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    Finally, after all those trials, i decided to keep this config:

    <postfx_noise>0.075 0.000</postfx_noise>
    <postfx_noise_size>0.000 0.001</postfx_noise_size>


    Now i will explain the process:

    -The first thing i noticed, was the connection between noise intensity and it's size. Lower intensity works well, but still not applies a complete dither to image, and size can make the image a less or more "filled*. (not bullshit)

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    Many of the <postfx_noise_size> values i tried didn't show a real difference, those between 000. 0. 0010 - 000. 0. 0043.

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    -Medium intensity is a bit weak and sky gradient is still noticeable.

    -A high <postfx_noise> value, like 0.100 0.000 is too stronger and 0.050 0.00 looks bad in snapmatics.

    Gotcha! The optimal value for now, would be 0.075 0.000 Screenshots doesn't look with too many artifacts, and, in game, the grain is barely visible, with each "dot" reduced to it's minimal possible size. (The main reson of all this trouble is because noise is't real noise, just digital noise trying to recreate analogic film grain)

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    Notes:

    Of course, users have different tastes, so i will release an update soon, adding new intensity options that might look better than the current preset.


    Let me know your opinion!:smiley_cat:



  • @LanGonCer9807 Could you explain a bit more about how each of those numbers affects what you see on screen?

    For instance, in <postfx_noise>0.047. 0.000</postfx_noise>, what does each of those numbers represent? Is it a minimum and maximum amount and if so, what is it a minimum and maximum amount of?

    I notice for instance that one of them is always zero, what happens when both of them are not zero?



  • @LeeC2202 ..

    I don´t think the right numbers are separated values from the left ones, there would be two different modifiers sharing the same line, like this:

    <postfx_OHIU><postfx_PSJN_ MKRL>1.234/ 6.921</postfx_PSJN_MKRL></postfx_OIHU>

    But it believe it doesn't work that way. Is just a huge cipher for a single effect. Changing secondary intensity values inside <postfx_noise>X.XXX 0.000</postfx_noise> will make a very subtle difference.



  • @LanGonCer9807 Ah, okay... thanks for the info.



  • it all went over my head. i'll test what your mod really does , graphically to my game. :)


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