Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course.
Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below.
**Here's the script that I've made to do all of this. No manual edits were needed:**
https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
- Split "Offline Squad" and "more tickets" into 2 separate mods (#389)
- Offline squad now have mission selector presets.
- Fix issue with the "Equipment - Force type" mod not working for ground weapons (#398)
- Fix issue with the "Materials - Drop ratio" mod when 100% preset was selected (#392)
- Fix issue with the "Treasure Quality" mod with regular presets
(#xx) refers to Github issues.
...Also added 'glow' in the file name to be more specific.
Add brightness scaling for Guardians, scale original brightness of others instead of overwriting them.
Hmmmmmmmmmmmmmmmmmm...
Many of these new versions had weird white-lines, missing EU and Japan titles. Also changed the name to 3 and 4 multiplayer titles since the 30FPS cap is also there with 30FPS. Changed the description to be more descriptive. Fixed spelling of warriors orochi.
Added a disclaimer to not go online, probably will scare off most people. I thought about patching the online functionality out of this game with this graphic pack, so that you couldn't go online with it, but you would just save and reload Cemu with online enabled...
Accidentally budged up performance fence which would be active when it wasn't selected...
Also added comments, so the code should be slightly easier to understand.
Should be clear now which packs are required. Also, gone with the multiple fence skip packs. Instead, there's now a confusing mess for devs to sort out.
No longer a proof of concept. The game checks if the value isn't correct, so it would be overwritten. This just freezes the value using some code cave code nearby the fence skip thing.
Mod "Equipment - Force Type" now allows to select a specific sub-type (for example only loot dual guns ground weapon). But this works only for ground weapons, ground armors and skells armors (not skells weapons).
Experience mods (Inner, Class and Battle) now affect points gained in battle, missions, quests and exploration (previously only battle was affected).
Since vsync = 60hz graphic packs keep popping up , I may as well commit
this even if it’s a bit lame...
Patches gameplay and cutscenes to 60fps , keeps them in sync
Known issues:
Battle animation speed is ok, but event times are cut in half
Switchover from cinematic to ingame cutscene end too early
NPCs and Cars move too fast
Converted the existing v2 rules.txt into v3 using exact TextureRedefine values. Not sure if anything under the hood changed that would affect the values. Tested this by playing in Master Mode. There were no apparent visual or performance issues.
Switch over to Xalphenos version since his version now has a dynamically sized "oldest frame" (there's not really a good name for what it does) thing which was one of the main things in my version.
Once FPS++ progress is halted, I'll clean up the comments again to something similar what I had in my version, which I feel is more understandable for people that want to see what it does and maybe improve it.
If testing is correct, the previous version also had stability drops or something in comparison with this version. If anything, this update only pushes the arrow time stamina drain fix.
Only works on the latest game version for now!
It's a completely new FPS averaging implementation from the one Xalphenos posted on the Cemu forum, but they do pretty much the same thing. This version has some added things like being able to change the amount of frames it averages in the rules.txt. It's also relatively faster then Xalphenos implementation... but it's not noticeable in any way.
I've ported over his comments and shared some of the info I've learned from looking at his code and formatted it a little bit.
P.S. Xalphenos also suggested a change to the low FPS limiter. This might fix weird physics when < 15FPS (see things like guardians).
P.P.S. The cheats got removed since we've got them in separate packs.
It seems that best fence skip has been broken for a while now, on both versions. I apparently seemed to have fixed it in the last update for the latest BotW update, but hadn't done so for 1.4.0 and 1.4.1.
(Also, it seems that I forgot to change this variable to be actually correct when pushing all these addresses, whoops)