Mods / DRT AgX Kraken - Shader

Tags: #Graphics #Tweak
Author: Joegen
Side: Client
Created: Jan 1st at 8:12 PM
Last modified: May 7th at 5:21 PM
Downloads: 5935
Follow Unfollow 143

Recommended download (for Vintage Story v1.20.x):
DRT_AgX_Kraken_0.9.6.zip  1-click install


Experimental but 0.8.1+ is playable now without major issues. (so far playtested for 35 hours, as of 0.9.6)

Comparison image is made with version 0.9.6.

Gamma slider is now an exposure slider with this mod. You may tweak the "brightness" of the image using gamma slider like camera exposure.

 

Please be patient as I learn GLSL and guts of VS rendering.

More updates to follow.

This is a "tone mapper" implementation using AgXEary (Blenders default display transform) AgX Kraken as a basis. It should have incredibly minor performance impact.

Although Vintage Story's visuals are not created with a "display transform" in mind, with minor tweaks to the image I feel we can achieve satisfying gradients and a more impactful image, with bright stuff feeling brighter, warm and cool stuff feeling more intense.

----

I do not know how to mod VS, Learned a lot past month about modding VS shaders, but am publishing this shader as its as simple as it can get for a c++ snippet. There is no editabiliy unless you edit the shader files. I've left some notes in there.

Please feel free to merge it into whatever you're developing, also do let me know if you do such a thing since Im curious how else it could be used.

----

Screenshots have all effects enabled and using 220 "gamma" slider and dynamic color enabled.

----

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.9.6 376 May 7th at 5:21 PM Show DRT_AgX_Kraken_0.9.6.zip 1-click install
v0.9.5 136 May 5th at 12:07 PM Show DRT_AgX_Kraken_0.9.5.zip 1-click install
v0.9.4 72 May 4th at 7:23 PM Show DRT_AgX_Kraken_0.9.4.zip 1-click install
v0.9.3 173 May 1st at 8:49 AM Show DRT_AgX_Kraken_0.9.3.zip 1-click install
v0.9.2 46 Apr 30th at 8:30 PM Show DRT_AgX_Kraken_0.9.2.zip 1-click install
v0.9.1 161 Apr 27th at 10:26 AM Show DRT_AgX_Kraken_0.9.1.zip 1-click install
v0.9.0 223 Apr 22nd at 9:08 PM Show DRT_AgX_Kraken_0.9.0.zip 1-click install
v0.8.4 93 Apr 21st at 11:22 PM Show DRT_AgX_Kraken_0.8.4.zip 1-click install
v0.8.3 303 Apr 15th at 8:37 AM Show DRT_AgX_Kraken_0.8.3.zip 1-click install
v0.8.2 54 Apr 14th at 7:25 PM Show DRT_AgX_Kraken_0.8.2.zip 1-click install
v0.8.1 267 Apr 4th at 6:24 PM Show DRT_AgX_Kraken_0.8.1.zip 1-click install
v0.8.0 112 Apr 2nd at 7:21 PM Show DRT_AgX_Kraken_0.8.0.zip 1-click install
v0.3.3 175 Mar 31st at 11:39 AM Show DRT_AgX_Kraken_0.3.3.zip 1-click install
v0.3.2 134 Mar 30th at 9:03 AM Show DRT_AgX_Kraken_0.3.2.zip 1-click install
v0.3.1 64 Mar 29th at 11:17 PM Show DRT_AgX_Kraken_0.3.1.zip 1-click install
v0.3.0 205 Mar 27th at 11:37 PM Show DRT_AgX_Kraken_0.3.0.zip 1-click install
v0.2.0 156 Mar 25th at 9:09 PM Show DRT_AgX_Kraken_0.2.0.zip 1-click install
v0.1.3 327 Mar 22nd at 9:33 PM Show Display_Transform_AgXEary_0.1.3.zip 1-click install
v0.1.2 248 Mar 20th at 9:34 PM Show Display_Transform_AgXEary_0.1.2.zip 1-click install
v0.1.1 104 Mar 19th at 9:06 PM Show Display_Transform_AgXEary_0.1.1.zip 1-click install
v0.1.0 141 Mar 18th at 9:59 PM Show Display_Transform_AgXEary_0.1.0.zip 1-click install
v0.0.9 208 Mar 16th at 5:50 PM Show Display_Transform_AgXEary_0.0.9.zip 1-click install
v0.0.7 103 Mar 15th at 2:13 PM Show Display_Transform_AgXEary_0.0.7.zip 1-click install
v0.0.6 210 Mar 9th at 10:34 AM Show Display_Transform_AgXEary_0.0.6.zip 1-click install
v0.0.5 237 Mar 2nd at 1:20 PM Show Display_Transform_AgXEary_0.0.5.zip 1-click install
v0.0.4 715 Jan 23rd at 10:05 PM Show Display_Transform_AgXEary_0.0.4.zip 1-click install
v0.0.3 105 Jan 22nd at 10:21 PM Show Display_Transform_AgXEary_0.0.3.zip 1-click install
v0.0.2 135 Jan 21st at 10:33 PM Show Display_Transform_AgXEary_0.0.2.zip 1-click install
v0.0.1 649 Jan 1st at 8:38 PM Show Display_Transform_AgXEary_0.0.1.zip 1-click install

160 Comments (oldest first | newest first)

💬 Joegen , May 9th at 7:34 AM

Moose_ it's intended. But I can make them tad bit warmer I guess.

 

LarekFlynn this should be fixed in latest. No dynamic light (this includes lightning) can reach more than around 64 blocks distance ATM. It gets discarded. This was a great optimisation for dynamic lights too. (Unless lightning strikes 64 blocks above you.) there can be something I can do with lightning only flashes where there's daylight value. I can look into this.

💬 LarekFlynn, May 9th at 5:56 AM

I havent tested newer versions yet but in 0.9.4 seeing lightning flash area illumination even when deep underground.

💬 Moose_, May 8th at 12:38 PM

Since 0.9.5/6 the light source color is wrong. Candles and oil lamps emit cold light instead of warm, besides that, i love these versions :D

💬 Joegen , May 5th at 12:08 PM

LarekFlynn thank you! 0.9.5 minimizes it.

💬 LarekFlynn, May 5th at 5:40 AM

0.9.4 seeing big shading changes when opening reed baskets. While playing the animation they get bright and when they close it snaps back to normal.

💬 Joegen , Apr 30th at 8:33 PM

Pretty happy with 0.9.2 0.9.3 without much playtesting. Managed to tackle most things I wanted to (read changelog).

Perhaps I can have a look at fixing the transparency compose that vanilla does, where behind transparent blocks terrain rechieves the light that the transparent block is rechieving. But id like to play some now. Ill be happy to call this a full release if there arent odd bugs.


💬 Joegen , Apr 29th at 6:15 AM

chaoko99 some standards can be shit. I can encode the image in PQ and flag it for the monitor. Which is "HDR10".

HLG is a standard which makes a little more sense since it works like bt1886. But that's unneeded in our case too.

 

If vintage storys image was a painting, would it be "HDR"? The canvas after all does not emit light at all. It's only as bright as the light it reflects. HDR10 standard forgets the fact that we are looking at an image of a "scene" not the scene itself.

 

If you really like to experience it without me having to encode the image in PQ, push your monitor brightness to max then compensate with the "gamma" slider(which I turned into an exposure slider pre display transform) to compensate, boom "HDR".

 

💬 chaoko99, Apr 28th at 11:22 PM

@Joegen

That's great and all but the fact stands that it's a color output standard that is presently not supported. I'm not asking you to do it, but I was wondering if you think it'd be possible to create given what you have here.

💬 Sidfu, Apr 27th at 10:01 PM

actaly volumetric shading mod is a abadoned mutiple times. you could technaly merge them maybe. just have to look up permissions.

💬 Joegen , Apr 27th at 9:09 PM

To support Volumetric Shading mod I need to go to a patching system rather than simply editing existing game files

 

.I don't know how to use an IDE really. I'd love to collab with a mod dev to bring this further tho. This is about as far as I can go.

 

Implementing TAA, Fixing shadow peterpanning, cave leak, fixing transpersncy composite are possible but not without creating new buffers etc.

 

 

Edit: figured out a way to fix the shadow peterpanning and cave leak. In general it will improve how sunlight behaves in many interiors too. Will try when I got the time.

💬 Tyga, Apr 27th at 6:52 PM

Joegen thank you glad i could help you notice something that needed a fix <3

Can also confirm alongside Doip that the Volumetric Shading Refreshed in combination with Kraken does cause crashes.to desktop

💬 Doip, Apr 26th at 11:39 PM

Mostly just posting this in case anyone is curious of whether or not DRT AgX Kraken mod and Volumetric Shading Refreshed are compatible. Was mostly testing to see if they play well and what the result would be, and hey are not compatible. As of this post, having both turned on will cause a crash to desktop.

 

 

 

💬 Joegen , Apr 26th at 10:14 PM

Tyna I just realized I messed up "bloom off" in 0.9.0.

 

When bloom is turned off it just kills all proccesing. So you end up seeing the raw.

 

If you want to test 0.9.0 you'll have to turn on bloom. But you can turn down ambient bloom slider to minimum.


EDIT: Fixed in 0.9.1

chaoko99 HDR10, alongside the entire idea of HDR is bogus.

 

💬 chaoko99, Apr 26th at 8:03 PM

Would it be at all possible for this to support explicit HDR10 and 16 output for those displays? I find that Windows 11's autoHDR doesn't cut it, and destroys the darks.

💬 Tyga, Apr 26th at 6:26 PM

Joegen
I think Like Moose_ i had a very specific setup for graphics while using your mod. when i updated it to the most recent version, the whole thing suddenly went flat and like bland pastel, honestly hurt my eyes a tiny bit (not your fault). i thought maybe there was a conflict or issue with the update, but as youve said things are normal.

But when i messed with my gamma slider and other sliders nothing seemed to change at the time.

Puzzled, i rolled back one version and it was back to normal.

My settings are as folows:
AO+SM ON
FXAA OFF
wav fol ON
Foam and shine ON
Bloom OFF
God Rays ON
Medium SSAO
Gamma 235

All other settings are really for preformance that dont actually effect the lighting or anything that had clearly suddenly changed. and my mountain of mods are all nothing to do with graphics besides yours iirc

Maybe if i toggled on or off one of the tick box settings in graphics it may have changed to the apearance i was used to. Just takes a bit to test cause loading my world takes 5 minutes.
Just figured my experience would help clarify where i think moose was coming from. Im happy to share screen shots

side note, I dont fully understand the jargon but the only issue i noticed was a bit of tv snow effect in some dark areas at times, if thats a thing you were trying to resolve with your update i couldnt really tell from what you said.

regardless, i love your work btw that goes without saying! it makes a beautiful game more beautiful <3

💬 Joegen , Apr 26th at 5:29 AM

Thank you for your kind words and support everybody. I honesty didn't expect such motivational responses. VS community is awesome.

 

Vivaria I see what you mean by "nights looking washed out". Dynamic Contrast at 0 also doesn't help. My idea with that was, if dynamic contrast is at 0 it should look gloomy like a cold winter day. Since the game puts it to 0 in winter and around 60 in summer I'll try and see what could be done about contrast at night.

 

Ripclaw you're right that im a bit confused in the direction i want to take it. Initially I started off as trying get rid of the awful clipping chrominance shifts that exist in the vanilla game. Around the sun, on green grass, on red bright objects etc. But introducing a proper image formation made me want to tweak other things like how bloom is composited how light attenuates etc.. while doing so I wanted to also not go too far away from the vanilla eastathic. I think I need to let go of that and make it how I see as "beautiful".

 

AgentOfChaos I know :/. I played around with trying to fix this but couldn't manage. Vanilla game composites transparency weirdly. Hue and Sat needs to be multiplied by final image and alpha needs to be additively composited. Idk where to start tracking this issue. I would love to have a chance to talk to the devs of the vanilla shaders so I don't have to goose chase every time an idea comes up. (But this is mostly because I lack knowledge)

 

Moose_ that's an interesting thought. All I'm doing is adding a very very simple display transform with an incredibly robust idea (not mine), then tweaking existing values with simple math like add, multiply, power. It's interesting to hear this reminds you of a so called "PBR" rendering like SEUS does. - To answer your question, yes-probably? 0.9.0 is removing one annoying thing, normal based lighting. Vanilla game does this thing to hide shadow artefacts on the surface by darkening normal faces that face away from the sun, but this results in all interior (and cave) environments having lighting angle change according to time of day. 0.9.0 removes this. So it needs balancing further. I don't know what sliders you mean though. They should work.

💬 Moose_, Apr 25th at 6:28 PM

Will the look of 0.8.3/4 return in more defined versions? The visuals in those versions reminds so much of the SEUS shaders from minecraft.

 

Edit: Just realised that the sliders for 0.9 do not work, so it might aim for the same aesthetics

 

💬 AgentOfChaos, Apr 24th at 6:26 PM

the only glitch i dont like is that when you look out windows at night you can see like vanilla

 

💬 Vivaria, Apr 24th at 4:04 AM

Okay, had a bit more time to play with the newest version and it looks really good during the day! But at night it's too washed out. Also still unplayably dark on the surface at night.
I specifically waited until after the storm we were having in-game to pass judgement, as well. It was clear skies for the majority of this session.
I think I still prefer 0.8.4 a bit more overall, but I see the general direction you're taking 0.9 and think it'll be much better given a bit more work! :)

💬 Ripclaw, Apr 24th at 12:07 AM

Just take your time and see what parts stick out as not fitting the theme you want to go with, or see what theme seems to flow bettwer together for you. You are the one in control, just take your time and make it how you want it. You are the creator, we are just the users.

💬 Sidfu, Apr 23rd at 6:59 PM

Joegen dont rush take your time and just tweak and play. not everyoen starts off knowing what they doing. we all appreacate the work you are oding.
take  a few days sit down and kjust play the game with the mod on and see how it is and figure out what you want to take th emod. to me it feels a bit like you not sure what you want the mod to look like. v3 tended to be more darker and on real side whre v8 the nights are  realistic dark but days bloomy like fantasy.

your a VS player first and a mod maker second.

💬 Vivaria, Apr 23rd at 4:00 AM

Only had a short time to play with it tonight, but my initial opinion is that it feels a bit more washed out. That being said, it was in the middle of a storm and just about night, so I'll keep playing on the newest version and see how it looks in other scenarios. :)

💬 Vivaria, Apr 22nd at 9:41 PM

Hey, for what it's worth, I think you're doing a great job of it!!
I'll give the newest version a try later and report back, thanks for the time you spend on it. :)

💬 Joegen , Apr 22nd at 9:15 PM

This is a GLSL learning practice for me, however much id like to tweak the look of things to what I feel is right, I miss the mark. Its much more complex and tedious than comping with passes in Nuke or Fusion. Theres so many moving parts and parameters that I dont know what they do.

With 0.9.0 ive given it another shot. From here onwards, the knowledge I need to have to further develop the shader will require the time I do not have for the time being. Like creating and utilizing new buffers casting stuff from CPU to GPU etc.

 

I might do some minor value tweaks on the latest release, however I do not think this mod will ever have a full release for the time being.

💬 VaporFerret, Apr 22nd at 3:23 AM

I can confirm. The latest update is a bit too dark. I don't know the fix, and while I do like the darkness a bit, but it's just a tad too much.

 

EDIT: Okay, so I played around with both 0.8.3 and 0.8.4 a bit. it seems like in both versions lights become brighter as you near them? At first I thought it was a light directly coming from the character that had and additive effect on block light but going into the pitch dark it didnt cast anything there so thats not the case. I think its something like as you near a light source the sensitivity to it increases. Now in 0.8.4 that effect seemed significantly reduced which I will say was really nice, it's jarring otherwise. But with that reduction it made the light sources them selves seem to dim, plus the block light reduction... Idk if I am crazy or not but if it would be possible to increase the block light or atleast the throw distance of that light by a little bit but not have that proximity increase thing be a thing that in my personal opinion would be awesome...

 

💬 Vivaria, Apr 22nd at 1:31 AM

I really love this mod, but it gets obscenely dark at night to where any sort of light source is mandetory to see even five feet in front of me. Brightness all the way up helps but then it's unplayably bright everywhere else lol
Seems to mostly be an issue as evening turns into night through midnight, then starts getting to a playable light level as morning slowly progresses.

💬 Sidfu, Apr 16th at 4:33 PM

late may on 30 day month and  its happening any time of day  its frm that distant lighting you see sometimes on far clouds. its possible it might be caused by farseer interacting with the mod maybe

💬 Joegen , Apr 16th at 11:06 AM

Sidfu I cannot seem to replicate the flashes. Whats the season, time of day, weather like?

"bleed out" change is most likely how I edited the bloom, you can use ambient bloom slider to adjust.
Or provide few screen shots of what you dont like and what you like.

💬 Sidfu, Apr 15th at 4:49 PM

8.3 colors feellike they bleed out compared to 3.3

also lighting flashes  everything blue for a split second. even when inside. its same as bug you just fixed by lighting cause it

💬 Joegen , Apr 15th at 8:39 AM

Dryym managed to replicate it by going to november and setting the tick speed to 6400 and waiting for it to appear.

It was due to me "powering" the amblientlight.rgb. Turns out the ambientlight has negative values and when powered it goes whack. Now I clamp it between positive values pre-power.

 

0.8.3 fixes it, thank you for the report.

💬 Dryym, Apr 15th at 12:27 AM

The most recent update seems to have an odd bug for me where the entire world gets to be a bright mauve colour just after sunset. Including indoors. 

It happened to me at around 21:00 in November. Reverting to the previous version does not seem to have the same issue. Very strange. Hopefully you can replicate this.

Edit: Examples. 

v0.8.1



v0.8.2

💬 Joegen , Apr 14th at 7:29 PM

DarkThoughts, dynamic lights are better mached now. I did notice this too.

How bloom is composited is different with this mod. Since vanilla does not have a display transform, "bright" stuff is actually not bright. Re-working this would mean diving deeper into code and making emissive stuff actually emissive. Which I do not have the time for at the moment.

💬 DarkThoughts, Apr 9th at 6:18 PM

Some more testing and currently, holding a torch, the light radius goes maybe 3 blocks in front of me before it turns into pitch black darkness.

💬 AgentOfChaos, Apr 9th at 2:14 AM

when nightime and if you look out a window the darkness matches vanilla.

💬 DarkThoughts, Apr 7th at 5:58 PM

One thing I noticed is that the torch glow is very different / weird, compared to vanilla - and also very inconsistent (the latter may also be part of vanilla, not sure atm). A hand held torch is the most bright, vs a wall or floor placed torch being slightly less bright, and a torch holder torch is comparatively very dark.

💬 Joegen , Apr 5th at 6:41 AM

PonyVStudios I prefer the sunny day to feel bright. But I did turn the gamma slider into exposure slider. So you can "stop down" to 190-180 range if you prefer it.

 

Since there's no auto exposure ATM this feels the best to me. I do play with gamma slider on 220 and 80nit monitor.

💬 PonyVStudios, Apr 5th at 12:38 AM

I feel like the game isn't meant to be this over-exposed (This is at 220 gamma, latest mod version) :V

💬 Chubz, Apr 3rd at 8:27 PM

Thats strange

💬 Joegen , Apr 3rd at 8:40 AM

Chubz I have no explanation for the interior look. While trying to test I figured out that the vanilla game handles block/sunlight very oddly. It starts with pure vanilla, then I engage the mod within the same video.

8am Winter Light Test

Though I did increase the sunligh contrast a bit more now. Need more testing before a 0.8.1

💬 Chubz, Apr 2nd at 10:28 PM

Its definately not supposed to look like that

That room inside only has 2 small windows and a bunch of candles. Was about 8am in game

💬 Sidfu, Apr 2nd at 10:20 PM

for 8 it doesnt feel like the sun is getting effected by anything. there no darker cause of sun behind clouds, no god rays at sunset.

💬 Chubz, Apr 2nd at 10:04 PM

I feel like 0.8.0 a bit too bright once again

Handheld lights too, its too much near the character, you can see my hand is white, and rocks aswell

I'll test it more

💬 Chubz, Apr 1st at 8:13 AM

0.3.3 looks worse to me, no idea why you decided to remove bloom from the sun, now it looks like i turned down settings. Contrast is broken too, everything now is too "sharp" looking.

I like first two vanilla screenshots more, they feel more alive, especially the sunset one, third one is also a bit better, beacause there is still light in the sky, but ground is almost dark with the mod

💬 Joegen , Mar 31st at 11:39 AM
  • Bumped up contrast and exposure a tad bit.
    - Tweaked night-time surface level values.
    - Reduced light intensities again due to increased exposure.
    - Increased the influence of the contrast and sepia sliders.
    - Got rid of the baked in bloom texture on the sun.
    - Got rid of the blue tinting of the shadows (this was tinting everything regardless of if its acctually a shadowmap or not, even at night and in closed areas)
    - Reduced dithering intensity, reducing the general noisy look a bit.
    - Got rid of the "power" grade pre-composite. Now the grade adjustments happen at the end. (This made temporal storm grade more chroma laden)
    - Reworked the sat-vs-sat function. Now it should apply like intended, boosting saturation on low saturation areas and keeping high saturation areas as is.

    Its really hard to tweak for every scenerio and giving the user the ability to tweak parameters is an option, however not ideal. Perhaps if a mod creator wants to collab and help me out with a gui to tweak things Id be happy to chat.

    Vanilla vs AgX 0.3.3
    Both vanilla and agx are done with following settings:
    settings
💬 Ouk, Mar 31st at 10:54 AM

Hi, im using Conquest VS Edition texturepack and DRT AgX. From version 0.3.0 (DRT AgX), when a torchholder is on the wall, I can see thru the wall where torchholder is mounted. I would like to post image here, but I couldn't find out how. Sorry. And thank you for the great mod.  

💬 Yallendallis, Mar 30th at 11:53 PM

I do have to wonder if this would really benefit from user controllable contrast. With dynamic color disabled, you can only increase contrast, and lose out on the dynamic color feature ofc. Not exluding the possibility that there's something wrong with the darkness currently, but it's easy to imagine monitors coming into play; oled might struggle less with the dark areas of this shader and lose out less detail in the brights.

💬 Doip, Mar 30th at 10:24 PM

Really liking the contrast and lighting this mod brings, but the last few versions have added a gnarly film grain effect that seems to have gotten worse with each mod update. It varies from light sources and is more pronounced with light sources not held in hand. Started around V.0.1.3.

💬 Fjall, Mar 30th at 9:53 PM

I am not sure exactly why either, but with the newest update everything is very, very dark. 

💬 Chubz, Mar 30th at 9:38 PM

Also fog is too thick. I like fog, but thats too much, and wolves and bears dont care about fog at all

💬 pngwn, Mar 30th at 8:58 PM

I agree with below, and also the Contrast slider doesn't do much.

💬 Chubz, Mar 30th at 7:37 PM

Now the whole image is too dark, i have to increase gamma to 260 for it to look normal, but it makes light sources too bright

💬 Dead_Nettle, Mar 30th at 9:29 AM

Thanks for the recent fix, I was JUST about to check for an update!

💬 Joegen , Mar 30th at 9:05 AM

Chubz forgot an "Else" argument. was multiplying ambient brightness by itself essentially because of it. Fixed now. Thank you.

💬 Chubz, Mar 30th at 6:49 AM

Lights are better, but now shadows are too dark, especially at evenings

💬 Sidfu, Mar 29th at 9:36 PM

fyi due to change of name if you updated to 3.0 make sure the older verion disabled or you will have 2 of the mod running

💬 GoblinKing, Mar 29th at 7:44 AM

After playing further, I tthink the lighting from lightsource items just as torches, lanterns, etc. needs to has its brightness lowered further.

because it hits the surfaces too hard bright, and to fix that we need to lower the gamma which sacrifices the visibility overall and looks un-natural. 

I recommend lowering the lightsource brightness strength by around 15-20% if possible or done by a config maybe?

💬 GoblinKing, Mar 29th at 1:47 AM

Joegen its foggy morning, 6:50AM ingame time, Its a very foggy rainy area. honestly its already normally hard to see, but this mod has made it quite a challenge. Im unsure how it could be solved. this also makes foggy caves a literal nightmare 😅 although this is again mostly a base game problem just now harder.

💬 Chubz, Mar 28th at 4:04 PM

Handheld lights are too bright in some cases, almost blinding. Gamma set to 195


💬 Chubz, Mar 28th at 8:12 AM

0.3.0 looks great!

💬 Joegen , Mar 28th at 5:46 AM

LarekFlynn. This is exactly why I haven't deleted it immediately. So that someone from them community can tell me why it's a bad idea. I'll keep them. Thank you!

 

GoblinKing it being that dark is not my intent at all. What is your gamma setting? Is this foggy night?

 

Dead_Nettle this requirement is gone. Just install normally like any other mod.

 

Menelos thank you for the feedback and comprehensive screenshots. Like I mentioned, the gamma slider is exposure slider now. It should imitate changing the exposure like how a real camera would. 220 being the base exposure you can go up or down from there. I expect all users to start at the default of 220. The reason I made this switch is because most, if not all consumer monitors use inverse EOTF of a pure power function in between 2.1-2.4 (milage varies across monitor brands and calibration). Hence giving the user a range of 0.8-3.0 like the game does is not a great idea I think. Because changing power changes how the image looks whereas imitating changing exposure feels more natural. The reason why such a wide low end is because games default is "220" and max is "300" on that slider, hence if I wanna keep 220 where it should be, and 300 to be usefully brighter I need to crank up the range.

I hope this makes sense?

 

If I get config GUI going and give user some options that can be ironed out but I don't want to do this until this version is deemed fully playable.

The issue GoblinKing pointed out due to fog is a scenerio I haven't tested with.

💬 Menelos, Mar 28th at 4:56 AM

Joegen This is not my monitor, if I tweak it then the rest of the games and apps won't be fine anymore. Compared to defaut monitor settings I only toned down the brightness a little bit. Also with vanilla I never changed from the default gamma even once. What I've been talking about is what things look like in 0.2.0 compared to previous versions. Look at the screenshots below: the first is 0.2.0 with gamma 80, I can almost see up to seven blocks away with this crazy low gamma, while the next screenshot is 0.3.0 at the same place and time and without changing the gamma setting (from the previous 80) and I can barely see my feet.

0.2.0 with gamma 80
0.2.0 with gamma 80
0.3.0 with gamma 80
0.3.0 with gamma 80

 

Now if I switch to gamma 220:

0.2.0 with gamma 220
0.2.0 with gamma 220

 

0.3.0 with gamma 220
0.3.0 with gamma 220

 

But outside felt too bright in 0.2.0 with 220 (first screenshot) and even if I lowered a lot (second screenshot) then it's still bright and clear:

0.2.0 outside with gamma 220
0.2.0 outside with gamma 220
0.2.0 outside with gamma 80
0.2.0 outside with gamma 80

 

I was not saying 90 is the best setting, more like that's the start of the range that looks fine to me as some people don't like too bright images. Even in 0.2.0 I settled with 120 to have a good compromise, but 220 really felt hard on my eyes and colors felt bad/all whitish. Now in previous versions and in 0.3.0 it is totally different. In 0.3.0 it seems 200-210 is what feels right to me. Maybe the driver on GNU/Linux and my graphic card combinaison gives a very different result than yours.

Anyway, I need to test 0.3.0 more but it already feels much better. thanks for your hard work.

💬 Dead_Nettle, Mar 28th at 3:39 AM

Just to make sure I'm doing this right, when you say I need to put this mod in the install directory folder rather than AppData, do you mean I put this in the folder VintageStoryData? I set my install directory to AppData so I just want to make sure I'm using the right folder.

💬 GoblinKing, Mar 28th at 2:53 AM

Really like the look so far in 0.3.0 will keep using it and report on anything that should be adjusted., so far I want to say however the fog is a bit heavy vs light. if its possible to increase the fogs brightness more vs the lighting that will be nice.

I like the lighting a lot, but the fog (all around me) needs to be heavily tweaked to not be pitch dark, i could raise the gamma and it'll be "seeable" but the lighting is too strong now. I will keep reporting anything else I see needing tweaking as I so far like the mod.

💬 LarekFlynn, Mar 28th at 12:26 AM

Joegen  Great work!

It is good to keep all versions up in case a server is using this but hasn't updated, as new players auto download the required mods from here.

💬 Joegen , Mar 27th at 11:38 PM

0.3.0 Release! All reported issues are ironed out.
- FXAA toggle now doesnt change the image.
- Bloom and Godrays are further tuned.
- Flicker eliminated (also managed to add a nice effect to lightning while doing this, lightning pops are satisfying to look at)
- Image formation further tuned.
- Gamma slider is once again exposure slider. (make it as bright or dark as you want without changing image formation)
- Fixed particles appearing dark.
- Tuned shadows and added global illumination feeling from skylight by tinting them blue.
- Added temporal dithering and grain, allows the image to appear higher bitdepth.
- Tuned minimum sun-moonlight so surface is as lit as in vanilla not hindering gameplay. (while caves are as dark as vanilla) 
- Tweaked light attenuations one more time.
- Tuned day-night transitions so they appear as expected.


BUG: When dynamic lights are off, dirt-block-grass disappears. Keep dynamic lights at-least at 1 to combat this. (if you know why, let me know)

All versions except 0.0.1, 0.0.6, 0.2.0 and 0.3.0 will be deleted in a couple of days.

Report bugs, share thoughts, share beautiful images :)

💬 DarkThoughts, Mar 27th at 9:20 PM

Menelos

I don't know what your monitor is like but 220 is the default gamma value and even going just slightly below that makes things way too dark. If 90 looks normal to you then I'd double check your monitor settings.

 

Edit: My snow looks fine, it's reddish in the morning red. Might be in low light levels? Can't test a whole lot right now unfortunately.

💬 Joegen , Mar 27th at 6:43 AM

Cynag thank you for your words and the report.

 

All particles were doing weird stuff. Torch, rain etc. I noticed while trying o figure out why turning fxaa off causes brighter image.

 

Snow along other dark particles is fixed in upcoming 0.2.1

💬 Cynag, Mar 27th at 5:35 AM

Hello! I really like your mod, and I'm glad to see that you've been able to fix the reported bugs. The latest version resolved the issue with the cold overlay on the screen. However, I’m not sure if it’s just me, but I noticed that the snow appears black.

I'll send a screenshot to better illustrate the issue.

Anyway, great mod!

💬 RangeCreed, Mar 27th at 12:51 AM

On your imgur link right click on image and open in new tab. You will see the link in your browser ends in .png so you can just paste that direct link in. Make sure you resize the image so as not to be rude as default takes up a ton on space in comments.

 

Chubz

💬 Menelos, Mar 26th at 8:04 PM

Quack,

0.2.0 is really doing much better.

Aside from the lightning, the difficulty is to balance the whole range from bright days to dark nights and caves.

I find 220 gamma too bright. I'd say between 90 and 140 it's getting around what we need, but as I don't want to switch between both values 110-120 seem to be a rather good compromise.

On fine weather I like to see the blue sky and see clearly afar, and really far gets washed a bit like there's some humidity in the air and the sky also whiten, which is nice. Comparatively 220 felt like really shiny but quickly the rest looked like in deep fog. And 90 looked fine but it did not fill like a bright sunny day that much.

During night 90 is pleasant, lights are brighter than vanilla and lanterns from traders seem too strong  and lack a bit of gradation maybe.

In caves the gamma is not that impactful. The view distance is better than in previous versions of this mod and similar to vanilla. I honestly would prefer is the various light sources were a tad more impactful for the view distance in order to feel progress more as I upgrade my gear. For example: fireflies (7) feel right, oil lamp (11) a tad too much maybe, torch (14) feels similar to oil lamp range but the color makes it easier to see, metal lantern (18) ok-ish / slightly weak, paper lantern 21 feels underpowered; the direct impact at close distance is fine though. But again this is similar to vanilla and probably more of a personal preference.

I'd say once the lightning problem is gone and by adjusting gamma to your preference it's now playable.

\_o<

💬 Joegen , Mar 26th at 2:05 PM

pngwn there seems to be a bug that Chubz mentioned where if FXAA is off, the image is too bright. Im unsure where this is coming from but im investigating.

Gamma 220 and various contrast levels is how I test it and intend it.

Chubz
Flickering lightning issue I chased down and I managed to fix. Lightning strikes were returning values in thousands, so even if they are 1000 blocks away it lead to subtle flickers.
Ill also adjust the dynamic lights intensities further.

💬 pngwn, Mar 26th at 1:36 PM

2.0 looks good, but only at the lowest gamma and contrast settings.

💬 Chubz, Mar 26th at 10:15 AM

Joegen

FXAA! I enabled FXAA and it fixed everything. No idea how does it work...

 

 

Handheld lights are too bright, in terms of area they light up

💬 Chubz, Mar 26th at 10:06 AM

Joegen

I always check mods after installation, so i noticed that mod name changed, and disabled the old one.

Here is a screenshot at 19:27, after i removed the old one completely

https://imgur.com/krbzk25 

💬 Joegen , Mar 26th at 9:24 AM

mj_outlaw its caused by lightning. I need to figure out how to tweak this. Because this is something I didnt think of and balance in relation to everything else.

I happens so randomly it was driving me nuts, but yesterday I relized its just lightning being super strong.

💬 mj_outlaw, Mar 26th at 9:05 AM

I have this weird flickering with the newest version:

💬 Joegen , Mar 26th at 8:11 AM

Chubz, Partexedd


I changed the name of the mod in the last release, I think you might have both loaded in the mods folder and its conflicting. In my testing, with the default "gamma" of 220, its matching vanilla, maybe a taad bit brighter perchieved.

💬 Chubz, Mar 26th at 7:52 AM

Gamma is 220

https://imgur.com/2UqU4B9

 

PS. how do you even post images? no matter what i do they just dont show here

💬 RangeCreed, Mar 26th at 3:35 AM

What settings are you guys using? Your game does look overly bright here is mine for context.

 

image

💬 Partexedd, Mar 25th at 11:25 PM

Agreed, this is with the gamma slider on 140 https://imgur.com/a/fF4pioE

Also something feels off about the colors, copper looks salmon and i feel like light sources are way too bright

💬 Chubz, Mar 25th at 10:31 PM

Is it suppossed to look like this? Everything is too bright

https://imgur.com/rkuQks6

💬 Joegen , Mar 25th at 9:12 PM

0.2.0 has reworked the approach, entirely. one more time.

Need feedback. Playtested only 1 hour so far while actually playing the game rather than synthetic tests.

Chubz Light flicker is gone if the mod is placed into the install directory mods folder, not the appdata mods folder. Need to investigate. Might be an engine side issue. It happened to me while its in main directory too.. I have no idea where this is coming from, when im developing the mod I directly replace source game files and never encountered it there. Just in the 1 hour I was testing during game play I tested it as a packaged mod and it started happening.
It is lighning, need to tone it down. its going whack due to other value adjustments....

DarkThoughts I took some additional precatuions against banding now.

💬 Chubz, Mar 25th at 5:02 PM

It seems light flickering caused by lightning. Right now im using v0.1.2, and there is almost not noticeable light flickering, but its a lot more noticeable when lightning strikes nearby

💬 RedKestrel, Mar 23rd at 9:23 PM

v0.1.3 fixed all practical issues I had with dimmed light sources and mornings/evenings, without being too bright during the day. However, gotta admit I also find it weirdly washed out. It's like the overall light magnitude isn't too much, but the colors are bright/pale and uniform, losing a lot of distinction between shades of plants and such that you see in vanilla. To my taste, the colors were quite good in v0.1.2.

 

Can't comment on godrays because I play with them off (old PC lol), but my settings are otherwise pretty default- dynamic color grading on, gamma usually 220, though I think v0.1.3 looks better at 200.

 

Re: the color flickering GoblinKing mentioned, I noticed that too, been there for a couple versions at least. It only happens to me when I'm looking below horizontal, usually while moving the camera up or down. It's most noticeable when holding a torch, because for a split second I'll see normal colors before it returns to the much more orange tinted torchlight. I think v0.1.3 is the first version in which I've had the flicker happen without holding a light source, maybe because of the more tinted daylight.

 

 

💬 Joegen , Mar 23rd at 8:21 PM

I now realize latest releases are quite broken, temporal strom just made everything so whack.

💬 Joegen , Mar 23rd at 7:04 PM

Chubz, DarkThoughts. Its growing pains for me. After some playtesting, im experiencing these too. Im looking into expanding my testing scenerios and digging a bit deeper. Please bear with as I try to understand how the current shader system is being composited.

💬 Chubz, Mar 23rd at 5:25 PM

Can confirm that latest version make some light flickering

💬 DarkThoughts, Mar 23rd at 3:21 PM

After a bit of playing, I find the colors still kinda washed out. The original upload of this mod made the game quite a bit more colorful in comparison and now it seems to be doing the opposite. The god rays during sunset when walking towards them were also excessively blinding. Getting damaged still gets me a massive full screen coloring effect. The frost effect is now apparently completely busted:

💬 Junrall, Mar 23rd at 5:10 AM

Lofti

Yep, you were right. v1.0 is a good inbetween. I'll hang with this one, for now. Thanks!

💬 mj_outlaw, Mar 23rd at 4:26 AM

the best would be if we have a mod menu (gui) implemented to change settings an air, anyawas great mod, thank you for your service

💬 Lofti, Mar 23rd at 3:39 AM

Junrall

I'm in the same boat, I think v1.0 is a good inbetween.

💬 Junrall, Mar 23rd at 1:51 AM

I have enabled and didabled this mod a half dozen times. I love the slightly warmer and brighter look but then I start missing the smoother textures and light transisitons of vanilla light sources. My eyes demand a compromise, but all I see is a seperation of goodness!.

Can you suggest any tweaks I could play with in your shader? Actualy, it'd be cool if you could provide a basic tweakers guide for your mod.

 

💬 GoblinKing, Mar 23rd at 12:32 AM

I think this is causing a flicker with wearable lights mods. I have a lamped belt and it flickers between yellow/regular sky blue tones depending where i look. unless this is another bug not part of the mod. just felt like mentioning.

💬 RemiDeLaFaye, Mar 22nd at 11:44 PM

Does 0.1.3 make the freezing overlay come off super dark for anyone else?

💬 DarkThoughts, Mar 22nd at 10:53 PM

I don't have much time to test right now, but just wanted to say that the update works fine on Linux. Bloom slider works, but the auto setting described in the tooltip doesn't. Not sure if that's a mod or vanilla thing issue though, or intended behavior for the mod. If it is the latter, it may be worth adjusting the tooltip to remove that part of the description, if that's possible.

💬 Joegen , Mar 22nd at 9:35 PM

0.1.3 tries to accomodate all your feedback below, changelog describes it a bit.

Might have broken Linux+AMD again, but I doubt it.

Looking forward to your thoughts.

💬 Chubz, Mar 21st at 10:26 PM

Im noticing that in some areas/shadows/light conditions i have color reduction? No idea how to put it. Seems like colors get reduced to 24 or even 16 like in old games, but its only applied to shadows

You can see it in the window

💬 Joegen , Mar 21st at 6:59 PM

Thank you for all your feedback, its much appriciated and needed. As I do not have too much time to playlest in different scenerios its difficult to focus on areas which I cannot account for in the few hours I got in the evenings.
When I initially started making this, my idea was to just make the clouds, sun and lights feel more pleasant to look at and to get rid of the clipping that occurs due to no image formation.

Its grown a bit more since that, now tweaking a lot of values from blocklight to how things are composited. I do not have much knowledge on modding VS hence the progress is slow and its hard to access the parameters I want to as the wiki or any othere resource does not cover how the engine reports these to the shaders.

SilverValkyrie ill look into that, something to do with the blocklight values probably. Never tested looking at glaciers, thank you.

mj_outlaw your comment is empty.

DarkThoughts ill look into the ambient bloom and how it interacts with the dynamic contrast.

Menelos I have not deleted any comments, please feel free to post it again, the website might have bugged. IRL the light attenuates as inverse square law which is x², this is too extreme for the game in my testing. Im using x over 1.6 atm to make it as a compromize in between. But I see that I for sure have to tweak this further.

RedKestrel thats very valuable feedback.Since v0.1.1 after adjusting blocklight and shadow multipliers I do notice that it has become more difficult to balance the shader without creating some sort of autoexposure, which I am yet to learn how to do. If I lean towards sunny day, storms and night become too dark and visaversa. If I try to accomodate both at the same time I need to take contrast away too much which takes away the intent. I am going to look into balancing this too.

If any mod devs out there can guide me to how to access certain uniforms that the engine reports, like time of day, percipitation, sun position/angle etc in addition to providing me help to create sliders to monitor changes in real time it would be immense help.

As opposed to v0.0.6, latest version makes the game less playable due to oddness it creates in random times like storms or daytime transitions. Ill work to fix this as much as I can.

Once again, thank you for the feedback.

💬 RedKestrel, Mar 21st at 6:18 PM

I've been using this mod in short bursts for the last several versions, and I like it more than I thought I would. Basically does what it says on the tin. Also, I LOVE the way water looks with this mod, it has a deep luminance in the sunlight that's just really appealing.

 

I keep bouncing back to vanilla lighting for the sake of practicality though, because of issues with darkness like other posters here.

One, outdoor sunlight is just too weak in the morning and evening, and nights are usually pitch black, whereas you can at least make out block outlines in vanilla without a light. Don't get me wrong, this is absolutely realistic for a world without light pollution, it's just not very... fun. I admit this is subjective though, and may be what some users want.

Two, less subjectively, the disproportionate dimming of weaker light sources can be jarring. I haven't done precise tests but I feel like a held torch gives about as much usable light radius as in vanilla, maybe more. But the dimmer placed torch is now dramatically less bright, and I'd need twice as many oil lamps for basic home lighting. This just doesn't feel right, a torch shouldn't almost go out when I hang it on a wall.

 

I don't want to be too critical because I get the impression that increased light level disparity is a necessity of how the shader works- maybe this is the limit of what can be done without a seperate mod to rebalance daylight times and player-placed light intensities with this shader in mind.

💬 Menelos, Mar 21st at 5:30 PM

I made another post to compare with outside lighting, was it deleted???

💬 Menelos, Mar 21st at 3:18 PM

Quack, outside during day it is bright but inside the light sources have their range about divided by 2 it seems. It's similar to DarkThoughts comment. I made two screenshot using the same settings / location / time, with and without the mod enabled to compare:

mod enabledmod disabled

💬 DarkThoughts, Mar 21st at 1:44 PM

Okay, slight early testing thing I noticed is that the Ambient Bloom setting is not being used nor is the slider disabled automatically when Dyanmic color grading is enabled - even though the tooltip says it should. Mine was at 0% and my interior was extremely dark as a consequence. The default contrast also seems extremely high, making certain areas weirdly dark - maybe a consequence of reducing the overblending. And as said, the actual bloom feels very strong, giving the game that 'vaseline on the camera lens' type blurry / fuzzy effect that a lot of games had in the early 2000s. In the screenshot below there's a torch to the left and to the right just out of screen here and this is with the Ambient Bloom slider towards 100% and the default 220 Gamma.

💬 DarkThoughts, Mar 21st at 11:34 AM

LadyEdain

The first issue should be fixed since 1.20.5 and the second one is just an eclipse.

💬 SilverValkyrie, Mar 21st at 9:23 AM

So seems that since the V.0.1.1 the Glacier Ice started glowing blue

💬 Chubz, Mar 21st at 7:00 AM

0.1.2 is much better

💬 Menelos, Mar 21st at 3:11 AM

Thanks Joegen It is working fine now :-)

My personnal preference is to disable bloom entirely to remove the blurry effect which is hard on my eyes. Maybe it could be possible to tie the parameters of the shaders with the graphics settings to accomodate people's preference; just a suggestion. Aside from the bloom so far it looks nice.

💬 Joegen , Mar 20th at 11:40 PM

Thank you Sidfu I'll try and make them a bit more opaque in the next version. (Though I haven't touched them. It's probably die to the treatment of whole image)

 

LadyEdain I have observed this in versions prior to 0.0.9 I though I managed to get rid of it with the code cleanup. I am also unsure if this is me or base game. Which version did you observe it on?

💬 Sidfu, Mar 20th at 11:33 PM

Joegen this is a medium rain storm on my game. you have to stand still or you cant even see teh rain. moving you  can hardly see it. it seems to be cause the raindrops are more transparent now than before.
https://ibb.co/rKqrvC1r

💬 LadyEdain, Mar 20th at 11:17 PM

I had this weird thing happen where it would be night, but it would suddenly be as bright as day. This would last for a few IRL minutes, then it would kick back over to night. I also had a day go dark for a couple of minutes. But sunrise and sunset were the times when the light would most often be wrong for the time of day/natural progression of light. I turned this mod off and it seems to have stopped. I'm not certain, though, if it was this mod doing it, or a base game issue, or a conflict between this mod and another one (although I don't have any other shaders and nothing else I use should affect light levels or the day/night cycle in any way), or a conflict between this mode and maybe my settings. I didn't notice any pattern of it happening at certain times or when I was doing a particular task or when I was in a particular area.

Has anyone else experienced weird jumps in the daylight levels, either with this mod or with the base game?

💬 Joegen , Mar 20th at 11:14 PM

Sidfu its pretty visible on my end. Some small screenshots are much appriciated.

 

https://imgur.com/a/8t58ygh

💬 Sidfu, Mar 20th at 10:50 PM

looks much better now. but  rain is kinda  to  transparent to point you hardly see it on some storms falling.

💬 Joegen , Mar 20th at 9:35 PM

Youre right, after playing couple hours myself, it is too bleached. Adjusted further.

0.1.2 Notes:

- Fixes Linux+AMD compatibility finally.
- Adjusted intensities one more time after playtesting.
- Less bleached look.

Consider it Beta-RC2
Will release it as beta after 20 hours of play testing and whatever feedback YOU during that time.

💬 DarkThoughts, Mar 20th at 7:11 PM

This version seems to work.

That being said, I agree with some of the other comments that it looks a bit washed out (assuming it looks as it should). Probably the bloom being a bit heavy too. It's a bit hard to tell during winter at the moment though and I need some more time to play test it further.

💬 Joegen , Mar 20th at 5:38 PM

Menelos or DarkThoughts could you please try this to see if it fixes the blackscreen on linux+amd. dont forget to remove any other version. (i know its blasphamy to share a google link to linux and no discord user, i apologize)

Im not getting anywhere with the logs as theres no errors from shader side in either.

I did a compare between both vanilla and my fogandlight files, perhaps i do not have enough knowledge/skill but i cannot determine what is the cause.

Ive tried to change some fucntions to be more similar to the vanilla without changing the look.
Also added precision highp float; line as after some digging I found out AMD drivers might work with lower presicion sometimes on linux, leading to dud values.

this will be my last attempt unless an experienced dev steps in to save the day.

💬 Menelos, Mar 20th at 5:12 PM
  1. I would need to check that, I only tested 0.1.0 and 0.1.1
  2. I'm not a fan of discord either, you can find both logs here: https://perso.duckcorp.org/duck/Display_Transform_AgXEary_linux_amd_bug/
  3. it indeed fixes the problem

 

💬 DarkThoughts, Mar 20th at 1:14 PM
  1. As said, 0.0.6 still works. 0.0.7 with the vignette fixes and anything past that does not.
  2. Sorry, I don't use Discord. It's too much of a hassle and incredibly annoying to constantly bother with it, the account verifications, the broken functions, etc. I can offer you a pastebin of the client-main.log though. The client-debug.log is unfortunately slightly too large due to some mods spamming it.
  3. Yes, that "fixes" the blackscreen.

💬 Joegen , Mar 20th at 11:14 AM

Menelos, DarkThoughts. I'd really like to solve the Linux+amd issue so that this mod runs on all devices VS can run on.

 

What I do not understand is that I am using really simple functions like add, subtract, divide, multiply and power.

Could you help me debug this by:

  1. Tell me the last version before I broke it.
  2. On 0.1.1 launch the game/map and send me the client log and client debug log files from discord. I'm Joegen there too and I'm on official VS discord.
  3. On 0.1.1 delete the fogandlights shader from the mod zip that is in the shaderincludes folder. (Just for debugging if this is truly where the black screen is coming from.
💬 Menelos, Mar 20th at 4:45 AM

Joegen thanks a lot for trying. Unfortunately like DarkThoughts I still have the same problem.

💬 Chubz, Mar 19th at 11:08 PM

Can confirm that 0.1.1 is working on server out of the box. Looks nice, but a bit bleached to my liking, im using dynamic color grading

💬 DarkThoughts, Mar 19th at 10:37 PM

Always releasing when I'm about to hit the bed. lol

Unfortunatley the issue still persists.

💬 Joegen , Mar 19th at 9:11 PM

BIG changes!!  0.1.1 is essentially beta rc1

  • - Refined the look further, I am much more happy with it now.
  • - No longer using AgX Eary but AgX Kraken, Troy's OG AgX. Meaning no Rec2020 conversion. No outset, only inset of primaries. (Might rename project to SilverHalideKraken, much more fitting for lovecraftian imagery)
  • - Display encoding was wrong was appying power twice(whooops).
  • - "Gamma" slider no longer controls image encoding (fuck that, nearly all consumer displays are 2.2 inverse power function). It now is a exposure slider with intended default at 220. (if you want contrast, use contrast slider which is also totally reworked)
  • - Deleted my HSV conversion code, using the one provided within the game files now (I suspect this is the culprit for Linux not liking the versions above 0.0.7) fingers crossed for DarkThoughts and Menelos
  • - Adjusted nearly all light intensities. Sky, ambient, blocklight, dynamic lights...
  • - Reworked my godrays implementation. Its using the default without clamping and adjusted for the display transform.
  • - Lights are now additively composited, not averaged. (Though cant figure out how to add multiple dynamic lights so that if you "Q" drop 20 torches, its 20 times more light.)
  • - Some code cleanup.
  • - Some stuff im forgetting.

    Added "side": "client" tag now should work on servers when only installed locally. Thank you Chubz!

if all goes well and theres no substantial feedback for a week, ill make some nice imagery and consider a beta release.

Any feedback is appriciated, include images if you want to point something out.
Share some nice imagery on VS discord and @ me there.

Thank you for your feedback.

💬 Menelos, Mar 19th at 8:48 PM

Chubz thanks for the reply, unfortunately that does not work. I tried all the modes to no avail.

💬 Chubz, Mar 19th at 5:55 PM

Lates version looks nicer to me, only problem i have is smithing items (at least iron bloom because i didnt test anything else) always appear white-hot. nevermind, it was on the previous version, my bad

To the Linux users (i dont use linux but still), try to change window mode from fullscreen to windowed for example and back. I had similar problem as you do, some time ago, and that helped me. No idea if its gonna help you...

💬 DarkThoughts, Mar 19th at 5:00 PM

It must be certainly one of the changes between 0.0.6 and 0.0.7. Bit unfortunate because of the tinting in that version.

💬 Menelos, Mar 19th at 4:30 PM

Quack,

I had the same problem as Chubz initially and had to edit the modinfo.json.

Then I hit the same problem as DarkThoughts. I'm using Linux and a Radeon RX 6800 XT using Mesa 25.0.1.

There is no error or even warning about this mod in the client log. Is there any way we can help you debug this?

\_o<

💬 mj_outlaw, Mar 19th at 2:58 PM

this is actually pretty awesome

💬 Joegen , Mar 19th at 12:42 PM

LeoSpades i forgot to add the "client side only" setting that Chubz mentioned. In 0.1.1 ill be adding this so it should just work on servers.

DarkThoughts im attempting 1 more final fix before i give up. expect it on 0.1.1


----

0.1.1 will introduce further tweaks to attenuation of lights how they are added (instead of averaged) etc..
I am learning how this games shaders work as I go, so its a bit of an itterative proccess. Any feedback is appriciated. Idea is to improve the look without changing its style or gameplay.

💬 LeoSpades, Mar 19th at 4:50 AM

So how exactly do I install this? I put it in like a normal mod and it doesn't seem to do anything

💬 DarkThoughts, Mar 18th at 11:19 PM

v0.1.0 still all black unfortunately. :/

💬 Frankess, Mar 16th at 7:58 PM

For me it's much better but I had to change gamma to 190 to make it more pleasing to my eyes.

💬 DarkThoughts, Mar 16th at 7:20 PM

Unfortunately still the same issue with the latest version.

💬 Chubz, Mar 16th at 7:00 PM

Joegen I figured that out! add this to your modinfo

"side": "client",

now everything is working fine!

💬 DarkThoughts, Mar 16th at 6:02 PM

Joegen

Linux (Bazzite), AMD RX 6650 XT, no other shaders as far as I'm aware. I'll try the new version later.

💬 Chubz, Mar 16th at 5:59 PM

Thats a lot better! Still, mod seems to do nothing on vanilla server, we are using VS hosting, no idea if thats related, if anyone could test it in different environment

💬 Joegen , Mar 16th at 5:22 PM

Frankess, Maalev, Chubz

Light intensities and attenuation is edited now. Posted screenshots above as comparison. It should be less disturbing now and still allowing moody lighting.

Let me know your toughts. Keep in mind that what I can do is quite limited unless theres another proper mod dev to help out.

EDIT: ignore 0.0.8 I forgot a comment-out. apologies.

💬 Joegen , Mar 16th at 5:15 PM

Chubz it IS client side only. Its just changing 2 shader files and has no effect on any server-side or game logic stuff.

Unless theres a way to flag this in the modinfo.json that I am not aware of, it should work anywhere.

0.0.8 is coming up in a moment. Ive taken all your feedback into account. And ill post comparisons too.

💬 Chubz, Mar 16th at 4:52 PM

Also i just noticed that mod is not clientside? Im playing on vanilla server and mod have no effect there at all. A bit strange to me, cuz its just visual stuff, right?

💬 Joegen , Mar 16th at 4:10 PM

   DarkThoughts what's the platform you're on? Windows, Linux, Mac? What your gpu? AMD, Nvidia, Intel?

Are there any other shaders you're using?

I'd like to fix this in next release too if I can since it's game breaking.

💬 DarkThoughts, Mar 16th at 12:52 PM

For me the last version made everything render pitch black. Like not just darker, but solid black, except for the sky.

💬 Chubz, Mar 15th at 7:24 PM

Joegen take your time, i just though a little bit more feedback wont hurt :) 

💬 Maalev, Mar 15th at 7:16 PM
💬 Maalev, Mar 15th at 7:14 PM

Update definitely makes the mood lighting for candles a lot more intense :) Probably needs toned down just a little to make the ambience a little better. Ty for making this mod btw

💬 Joegen , Mar 15th at 7:09 PM

Chubz Ive tested it in limited scenerios, so definetly it needs to be tuned down. Again, i will need to do it in the most simple way possible as I do not know how GLSL works. Just know basic math functions in c++ and color grading.

💬 Chubz, Mar 15th at 6:31 PM

I can only agree, lights are too bright. Cant say that is actually andesite. (screenshot doesnt work for some reason)
https://imgur.com/CTKysjQ

💬 Joegen , Mar 15th at 5:55 PM

Frankess youre right. I should figure out a way to either auto expose or tone down the general brightness of the emissive blocklight/dynamic light. Ill need to go for the ladder since I actually dont know how to code a shader. Just testing some other stuff now and ill dial it down a bit in 0.0.8. Thank you for the feedback.

💬 Frankess, Mar 15th at 4:14 PM

I like how shadows are now more defined but unfortely lit firepit became a lighthouse. Turning down gamma helps but makes everything else waaay to dark. It's just my opinion I'm sharing.

💬 DarkThoughts, Mar 9th at 6:31 PM

Hm, I now get a flat orange fullscreen discoloration when hurt instead.

image

💬 Joegen , Mar 9th at 10:34 AM

DarkThoughts 0.6 fixes this, thank you for the report.

💬 Joegen , Mar 6th at 5:26 PM

DarkThoughts ill try to amend this in the next version. Thank you for reporting.

💬 DarkThoughts, Mar 2nd at 8:10 PM

This seems to remove the freezing vignette when your body temp goes down.

💬 Joegen , Mar 1st at 10:08 AM

YouariE probably not as this and volumetric shader both changes final.fsh

💬 YouariE, Feb 24th at 11:49 PM

will it work on top the volumetric shader too?

💬 Balaur, Jan 23rd at 3:53 PM

Joegen

  • /nexttempstorm now
    Fast forward time to immediately trigger a temporal storm.
💬 Joegen , Jan 22nd at 5:59 PM

Thank you Jonathonsky!

Balaur might need to adjust the default tinting factors of the "glitcy effect" I havent touched it and its not made with linear color in mind. Is there a command that I can run to trigger a tempotal storm just so that I can test it?

💬 Balaur, Jan 22nd at 5:56 PM

During a temporal storm, the screen is too red.

💬 Jonathonsky, Jan 22nd at 4:31 PM

Its nice with vanilla but its really good with the conquests textures.

💬 Doctorlya, Jan 2nd at 7:00 PM

No I was just wondering, I'm new to the game and a friend is gonna play with me so I guess I'll find out.

💬 Joegen , Jan 2nd at 3:51 PM

Doctorlya, it is compatible with multiplayer. Is there an issue?

 

Gloo, thank you for your words. I think VS'es presentation and vanilla look is already, simply put, beautiful. However, the lighting is adjusted for a 2.2 pure power inverse function. There are effects such as bloom which I feel are not implemented right and it shows with a display transform, ie: sun appears to be darker than the bloom surrounding it. Light attenuation (falloff) is also not what you'd expect to see from a camera sensor. I think with zero performance impact if these are adjusted with a "camera sensor emulation" approach, it could communicate the "feeling of the environment" in a much more heightened way. Again tho. I am no modder, nor I do know anything about back end of VS. I'm sure Tyron and the team will have a look at it once they feel it makes sense to do so.

💬 Doctorlya, Jan 2nd at 3:32 PM

Is it compatible in mutltiplayer?

 

💬 Gloo, Jan 2nd at 11:50 AM

I was literally JUST about to make a fourm post asking about how VS doesnt have any shaders yet, and the first thing I see when I go to the mods tab is this. Talk about timing!
I hope we get to see some more shader stuff soon, from you or anyone else. I love VS, but the lighting and contrast is definitely... lacking.

 (edit comment delete)