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
Accidentally applied a suggested fix to the wrong game. Reverted that and applied it to the correct game. Also changed the description of the performance pack slightly so that people know what it does. Could probably be more conclusive about what it does. Looks like a regular shadow resolution pack to me.
They were switched from the previous versions. Besides that, somebody reported it being different then before, but I can't find the difference. (There's a slight difference because the vibrancy in one shader was 0.1375 instead of 0.138 but I doubt this would be a big difference and it does simplify it a little bit).
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.
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?