Impressive realistic GTA V mod for PC (WIP)

Check out this video of Toddyhancer, a GTA V mod for PC that makes the game look amazingly realistic:



It is still WIP (work in progress) but it looks mighty impressive so far. Do you have what it takes to play it? For more information, check out Martin Bergman's facebook page.
 

jonthedit

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How is this better? It looks BAD compared to standard GTA V... in my opinion anyway.


lv5PaDt.jpg
 
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FAST6191

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I like motion blur as a concept (if only because I want to see an end of 60fps and that is the way to do it) but this is the bad (non relative) kind.

That said it is very shiny and I would be interested in seeing some things head down this path.
 

jonthedit

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I like motion blur as a concept (if only because I want to see an end of 60fps and that is the way to do it) but this is the bad (non relative) kind.

That said it is very shiny and I would be interested in seeing some things head down this path.
And I thought I was picky. What do you want? Variable framerates? 144+?
 

Meteor7

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I like motion blur as a concept (if only because I want to see an end of 60fps and that is the way to do it) but this is the bad (non relative) kind.

That said it is very shiny and I would be interested in seeing some things head down this path.

Is it that you want to see higher or lower framerates? Also, how could motion blur change that?
 
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FAST6191

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People seem to have latched on to 60fps as the way forward and has almost become a mantra which is seldom good. Most general video does pretty well at 24-30 but usually manages this by having motion blur relative (mainly as physics sorts all that out) to the speed of things moving in images -- the horizon will be fairly static but your peripheral vision is a different matter, much less the ball speeding towards your face. The lack of motion blur is obscured (hah) somewhat by pumping the frame rate right up but I am not sure it is the better route -- it is a lot of pixels to pump and the bandwidth could probably be spent better. Conventional game style motion blur basically morphs images ( http://research.microsoft.com/en-us/um/people/hoppe/proj/morph/ ) rather than doing them relative to the motion which many people seem quite sensitive to.
Not many game companies/graphics devs seem to be researching it, which is odd to me given the efforts put in to certain types of light physics/reflections/shadows and even the efforts put into fog.

There is an argument for input/reaction times, though I would hold 30 is good enough for most people that are not this guy. Likewise it is possible to divorce control reads from graphics updates/framebuffers/vblanks. To me that would then leave the framerate dip issue (losing 20fps from a baseline of 30 is very noticeable, losing 20 from a baseline of 60 is considerably less noticeable with the right screen setup) as the main benefit.
 
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Meteor7

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People seem to have latched on to 60fps as the way forward and has almost become a mantra which is seldom good. Most general video does pretty well at 24-30 but usually manages this by having motion blur relative (mainly as physics sorts all that out) to the speed of things moving in images -- the horizon will be fairly static but your peripheral vision is a different matter, much less the ball speeding towards your face. The lack of motion blur is obscured (hah) somewhat by pumping the frame rate right up but I am not sure it is the better route -- it is a lot of pixels to pump and the bandwidth could probably be spent better. Conventional game style motion blur basically morphs images ( http://research.microsoft.com/en-us/um/people/hoppe/proj/morph/ ) rather than doing them relative to the motion which many people seem quite sensitive to.
Not many game companies/graphics devs seem to be researching it, which is odd to me given the efforts put in to certain types of light physics/reflections/shadows and even the efforts put into fog.

There is an argument for input/reaction times, though I would hold 30 is good enough for most people that are not this guy. Likewise it is possible to divorce control reads from graphics updates/framebuffers/vblanks. To me that would then leave the framerate dip issue (losing 20fps from a baseline of 30 is very noticeable, losing 20 from a baseline of 60 is considerably less noticeable with the right screen setup) as the main benefit.

I see. I'd certainly like to see this angle explored more. That being said, as a frateophile, I anticipate that a healthy blend of the two directions for advancement will give the best looking results.
 

dfsa3fdvc1

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(if only because I want to see an end of 60fps and that is the way to do it).

Why would you not want 60FPS?
I would hold 30 is good enough for most people that are not this guy. Likewise it is possible to divorce control reads from graphics updates/framebuffers/vblanks.

That's an incredibly stupid idea. Yes you could do that. You could show a new frame 30 times a second and poll inputs 60 times a second but that makes 0 sense.
You're polling player input when the frame hasn't change. You're asking the player to make an input based on no change of information on screen? How could someone act on something they can't see? At that point why not just have the game run @ 60

Check this site out see what you think is better.
http://30vs60.com/bf4driving.php

60FPS isn't even that good. 144HZ is where it's at. Going back to 60FPS is like a slideshow.
 

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This would look great without motion blur and less bloom. His image editing skills blow, but that's irrelevant to the mod.
Too bad I probably wouldn't be able to play it at an acceptable frame rate, but incredibly cool nonetheless.
 

jonthedit

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Why would you not want 60FPS?


That's an incredibly stupid idea. Yes you could do that. You could show a new frame 30 times a second and poll inputs 60 times a second but that makes 0 sense.
You're polling player input when the frame hasn't change. You're asking the player to make an input based on no change of information on screen? How could someone act on something they can't see? At that point why not just have the game run @ 60

Check this site out see what you think is better.
http://30vs60.com/bf4driving.php

60FPS isn't even that good. 144HZ is where it's at. Going back to 60FPS is like a slideshow.
I feel you. 144HZ monitor BEST DECISION EVER. Except now when I go on other PCs... I feel pain :\
 
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goober

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I just don't understand the hype with this. I think it looks awful from every perspective you could have. Even if I liked the style it was attempting it's still falling incredibly short of it. To each their own, as it were.
 
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KingBlank

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Yeah, this is a horrible grainy bad fps mess.
As for 60 fps... Its a pretty low standard honestly, I hope we move beyond even 144 fps in the future...
Oh and motion blur sucks, If I could live real life without it my life would be 100x better.
 

FAST6191

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[divorce input from frame updates]That's an incredibly stupid idea. Yes you could do that. You could show a new frame 30 times a second and poll inputs 60 times a second but that makes 0 sense.
You're polling player input when the frame hasn't change. You're asking the player to make an input based on no change of information on screen? How could someone act on something they can't see? At that point why not just have the game run @ 60

Check this site out see what you think is better.
http://30vs60.com/bf4driving.php

60FPS isn't even that good. 144HZ is where it's at. Going back to 60FPS is like a slideshow.

Double polling rate would be a basic method. I was thinking more of an event driven affair. Likewise reacting to the events on screen seems like a bit of non issue for this (unless you were that guy linked).
If we are doing control improvements though -- have you ever pulsed a key/input to go slower but not "hold shift to walk" slower or otherwise dial in the desired result? If so then the control system for the game/device has failed and you need something better.. actually I really should finish my little wii nunchuck and mouse project.

What was that site supposed to show? I never said 30fps with current takes on motion blur was a better idea.

On 144Hz I guess it would make me a better poor man's oscilloscope if we were still using CRT/line by line stuff. I would sooner spend the money on something larger, brighter or fully colour calibrated. Admittedly I have not spent weeks at a time with one but everything I have seen sends me back to the audiophool staple of "if it sounds better to you then great, just don't expect your mates to hear it".
 

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