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Releases: kirides/GD3D11

Nightly

30 Jan 17:27

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Nightly Pre-release
Pre-release

What's Changed

  • Improve shadow stability, especially the last cascade. Improve shadow rendering performance by @kirides in #273
  • "-XEnableEditorPanel": Replace D2D with ImGui UI, fix UnprojectXM by @kirides in #274
  • first implementation of "Graphics Presets" values pulled out of thin air by @kirides in #269

Full Changelog: v17.9.4...nightly

v17.9.4

22 Jan 12:07
856564c

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What's Changed

  • Perf/tracking by @kirides in #262
  • implement proper shadow cascade culling, also allow to not draw "atta… by @kirides in #268
  • Fix outdated temp buffer data for post processing filters by @kirides in #272

Full Changelog: v17.9.3...v17.9.4

v17.9.3

15 Jan 10:49

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v17.9.3 - Smaller fixes, smooth shadow movements

What's Changed

  • Improve relative shader path resolving, by introducing D3D11FileRelativeInclude, also remove need to change working directory while at it. by @kirides in #257
  • fix VERSION_NUMBER encoding in ci build script by @G00fY2 in #260
  • Feat/version in settings by @kirides in #261
  • Version info improvement by @G00fY2 in #264
  • Allow settings SmoothShadowCameraUpdate from advanced settings, fix missing shader file by @kirides in #266
  • Provide actual Gothic Daedalus Externals for ImGui, for use in script without need fo… by @kirides in #263
  • Fix Depth Buffer not appearing in Reshade by @FieryAery in #252
  • Shadows
    • shadows: decrease distance at which shadows won't be updated. 53186ac
      low WorldShadowRangeScale no longer jumps a lot
    • Higher shadow resolutions like "High" and "Very High", can now try to use SmoothShadowCameraUpdate set to off to experience real-time world-shadow movements
    • add shadow softness advanced setting. Can be used if you feel that "high resolution shadows" are "too sharp"

New Contributors

Full Changelog: v17.9.2...v17.9.3

v17.9.2-fix2

09 Jan 18:17

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What's Changed

Full Changelog: v17.9.2-fix...v17.9.2-fix2

v17.9.2-fix - Shader file hotfix

09 Jan 14:22

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somehow this also made it in with a bug, see v17.9.2-fix2

Hotfix: fix ffx compilation, cpu code correctly resolves relative shaders, while gpu doesnt

Full Changelog: v17.9.2...v17.9.2-fix

v17.9.2

09 Jan 07:26
665a326

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This release contains a broken shader file, please refer to release "v17.9.2-fix2"

What's Changed

  • Merge #242 by @kirides
    • Fix amd_ags initialization
    • use MultiDrawIndirect for shadowmap world mesh
    • implement rudimentary shadow frustum culling for skeletal meshes
    • fix saving of some new options
    • improve vector length checks by removing Sqrt calls
  • Merge #244 by @kirides
    • Re-introduce mistakenly remove SMAA sharpening
    • record more graphics events
    • restructure Advanced Settings a tiny bit.
      • HBAO settings are now "Post Processing Effects" and SMAA was moved there.
    • improve Settings Open/Close behavior a bit, by ensuring we only acquire and release gothic input when IsActive actually changes
  • Merge @SaiyansKing SK9 by @kirides in #247
    • Restore 16Bit->32Bit texture conversion on Windows 7 ffcf5be
    • Fix quadmarks using incorrect material 7eef25e
    • Update project to new platform toolset 0e18399
  • Refactor CI/CD pipeline by @G00fY2 in #241
  • Merge #253 by @kirides
    • ImGUI scripting from Ninja/Ikarus
      • exported a bunch of functions to allow daedalus to open and define ImGui windows and overlays.
      • A daedalus script sdk for this, based on Ikarus, can be found here: https://github.com/kirides/ImGui-daedalus
    • AMD CAS (Contrast Adaptive Sharpen) provides improved visuals without over-sharpening much.
      • Player can select which sharpener to use in advanced menu.
    • experimetal rudimentary TAA (Temporal Anti Aliasing)
      • motion vectors based on camera movement alone, which makes this a tad too blurry at lower resolutions, but Gothic itself is quite "static" anyways.
    • Improved Framelimiter timing resolution / frametimes
    • fix #251: when implementing CSM the SS_Comp SamplerState assignment for PS_Rain accidentally was deleted
  • add zCParser locations for G1 by @kirides in #254
  • allow weather effects when it's "snow", disable "wetness" when it snows by @kirides in #255

Full Changelog: v17.9.1...v17.9.2

v17.9.1

21 Dec 12:14
f524808

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Merge pull request #240 from kirides/fix/adjust_shadow_filtering

feat: configure shadow filtering for cascades, improve shader reload speed a bit.

v17.9

20 Dec 10:12
fbc0dd4

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New Feature: Cascaded Shadows

The number of cascades is configurable from 1-4.

side-by-side: https://www.diffchecker.com/image-compare/4HsS1eW7/
Video presentation: https://www.youtube.com/watch?v=sBtNPdyYykM

before (1 cascade, "medium quality" 2048 shadow map):
Alt_Cascades_1_Res_2048

after (2 cascades, "medium quality" 2x2048 shadow map):
Cascades_2_Distance_4

What's Changed

Full Changelog: v17.8-dev28...v17.9

v17.8-dev28

07 Nov 19:49
bde3a2a

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What's Changed

  • Merge latest changes from @SaiyansKing's work by @kirides in #225
    • Add ASLR Detection and display appropriate error by SaiyansKing d809836
    • Do not display error about AMD drivers for Intel/Nvidia users by SaiyansKing a89165d
    • Add info about missing LAA flag in allocation failed erorr by SaiyansKing fd93053
    • Limit backbuffer copy resolution when creating ingame thumbnail by SaiyansKing 8e556a9
  • Allow Fog Range to be decreased further by @kirides in #226

Full Changelog: v17.8-dev27...v17.8-dev28

v17.8-dev27

05 Aug 17:45

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What's Changed

Full Changelog: v17.8-dev26...v17.8-dev27