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Releases: ThirteenAG/GTAIV.EFLC.FusionFix

GTAIV.EFLC.FusionFix v4.0.5

26 Oct 16:21

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README

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here. Big thanks to Musa for advice.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting. It now comes enabled by default. Some limitations still apply, however.
  • Moved the "FixAutoExposure" ini setting to the menu as "Console Auto Exposure". It controls how strong the auto exposure (eye adaptation) effect is, and significantly changes how the game looks at times, most no...
Read more

GTAIV.EFLC.FusionFix v4.0.4

30 Sep 10:22
0f9b073

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Update v4.0.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here. Big thanks to Musa for advice.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting. It now comes enabled by default. Some limitations still apply, however.
  • Moved the "FixAutoExposure" ini setting to the menu as "Console Auto Exposure". It controls how strong the auto exposure (eye adaptation) effect is, and significantly changes how th...
Read more

GTAIV.EFLC.FusionFix v4.0.3

27 Sep 11:59

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Update v4.0.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here. Big thanks to Musa for advice.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting. It now comes enabled by default. Some limitations still apply, however.
  • Moved the "FixAutoExposure" ini setting to the menu as "Console Auto Exposure". It controls how strong the auto exposure (eye adaptation) effect is, and significantly changes how th...
Read more

GTAIV.EFLC.FusionFix v4.0.2

22 Sep 18:17

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Update v4.0.3 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here. Big thanks to Musa for advice.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting. It now comes enabled by default. Some limitations still apply, however.
  • Moved the "FixAutoExposure" ini setting to the menu as "Console Auto Exposure". It controls how strong the auto exposure (eye adaptation) effect is, and significantly changes how th...
Read more

GTAIV.EFLC.FusionFix v4.0.1

18 Sep 16:30

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Update v4.0.2 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

⚠️ Automatic updater in version 3.5.1 and 4.0 may not work, update manually from this page, apologies for the inconvenience. A fix is implemented in this v4.0.1.

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here. Big thanks to Musa for advice.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting. It now comes enabled by default. Some limitations still apply, however.
  • Moved the "Fix...
Read more

GTAIV.EFLC.FusionFix v4.0.0

13 Sep 08:12
6ef07a8

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Update v4.0.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

⚠️ Due to an issue, automatic updater in version 3.5.1 and 4.0 will not work, update manually from this page, apologies for the inconvenience. A fix is implemented in v4.0.1 and will be released soon.
⚠️ Linux users who experience black screen in-game, disable anti-aliasing. The issue is being investigated.

We’re happy to announce that Fusion Fix 4.0 is finally available! This is the biggest update for the project yet, bringing in a slew of fixes, graphical upgrades, more control options, and reworked previous code to make sure this release is up to scratch, easy to install and ready for you!

We know the wait has been long. Outside of wanting to perfect this update there have also been real life situations for some of the team, to which we’d also like to express a huge thanks to all of you out there who have donated to the emergency fundraiser which has gone towards helping out ThirteenAG continue and maintain this project.

Now for the main part, we’ve launched a new website for Fusion Fix where you can read about certain features in much more detail, as well as created an installer (both online and offline variants) to make the process even simpler for those that need it.

To end things off we’ve collaborated with the brilliant YouTuber TJGM who has done a video covering the main parts of this update and overall what Fusion Fix does graphics wise, as well as making a nice trailer for the project, be sure to check these out.

We’d like to thank all of you out there who have been waiting for this update, those of you who have contributed to the project and of course all of you who have been using Fusion Fix already and gave us much valued feedback! We hope this update will make all of you take on a new appreciation of Liberty City and that you’ll enjoy the various fixes and QoL changes to bring the PC port of Grand Theft Auto IV into the running as the best version to play!

New in-game options

  • Added a new fog shader option in the graphics section. It's radial, height based and exponential, it hides the edges of the world, is affected by the sun, and is fully customizable for every weather and time of day.
  • Added a tone mapping option in the graphics section to make highlights less harsh. Operators are applied as LUTs in stipple.wtd and can be easily swapped. More examples are available here.
  • Added a setting called "Extended Sunlight Reach" in the graphics section that allows sunlight to reach surfaces that it couldn't before. It also adds slightly more shading to the clouds.
  • _AG's centered vehicle and on foot camera mods are now integrated as options in the controls section.
  • Project2DFX is now integrated as an option in the display section under "Distant Lights".
  • Restored the language switch option in the display tab from older versions.
  • Added an option in the graphics section to switch the graphics API between DirectX 9 and Vulkan (through DXVK). Changing this requires a game restart.
  • Added a toggle in the controls section for the camera shake when moving.
  • Added an option in the controls section that allows the player to move while aiming through sniper scopes.
  • Added an option in the controls section that allows aiming with a sniper rifle without using the scope. You can toggle this by pressing the jump key while aiming.
  • Added an option in the controls section that makes bullet tracers appear on every shot, like the older games.
  • Added an option in the game section that makes the map screen background transparent. It also features a subtle blur effect.
  • Added an option also in the controls section that allows the player to use turning signals in their car, like the NPCs do. Hazard lights are also activated when flying through the windshield after a crash.
  • Added a toggle for the implemented seasonal events in the game section.
  • Added an option in the audio section to toggle the cutscene jitter tweak in case audio desynchronization is encountered. This can also be toggled in real time during a cutscene by pressing the up key or d-pad up.
  • Added two new cheat codes: one to restore Niko's unused gloves, and another one to restore his old hairstyle. They can be found hidden in relevant locations, or you may cheat by peeking at the source code.

Fixes and improvements

  • The depth of field "dark haloing" effect around focused objects was significantly reduced. Bokeh shapes should now be more visible too, especially at high resolutions.
  • Fixed particles flickering. This would sometimes happen when moving from a zone with directional lighting enabled to one with it disabled (e.g. Star Junction at night and most interiors).
  • Fixed the aspect ratio of the phone camera. Now it properly reflects the actual game, and stays consistent with any monitor aspect ratio as well. Its resolution was also increased.
  • Fixed the camera shake effect being barely visible above 30 FPS. Now it should look consistent at any frame rate.
  • All light volumes are now smooth. Previously, some of them had visible hard edges, like the one in kitchen of the first apartment.
  • Night shadows now use appropriate bias values for each quality setting. This improves small details on Very High and fixes shadow acne on Medium. The console softness level was also restored.
  • Fixed dark lines or seams that were sometimes visible under shadow casting lights. This was mostly visible on Very High.
  • Fixed water reflections being slightly offset. This was mostly noticeable on lower settings. Their aspect ratio was also adjusted to provide better effective quality at the same resolution, like on the PS3.
  • Coronas in reflections now fade like other objects. This remedies instances where coronas would inexplicably be reflected through objects from very far away. This replaces the old "CoronaReflectionMultiplier" setting.
  • Vehicle reflections should now look significantly less blocky. This is due to adjustments to the normal map encoding and comes with no performance penalty.
  • Fixed a bug that caused the TLAD phone buttons to clip through its plastic cover. This is also present on the PS3 and only looked correct on the X360. The button positions from the X360 were also restored.
  • Fixed bullet tracers spawning behind the guns in TBOGT. Now they look consistent across all episodes.
  • Fixed the auto sniper position when aiming and the TLAD auto shotgun moving downwards when firing, and reduced the excessive TLAD sawn off shotgun fire delay.
  • Added a workaround that prevents streetlights and motion blur from flickering intermittently when the player is drunk.
  • Fixed helicopter searchlights flickering violently when more than one helicopter was present.
  • Fixed gates, garage doors, lifts and some other scripted animations being sped up at high frame rates.
  • Added frame rate limits to certain minigames that tend to break at high frame rates.
  • Some vehicle parts that didn't cast shadows before now do, such as taxi signs and engine blocks.
  • Pressing the minimap zoom out button will now make it stay zoomed out for a few seconds instead of zooming back in instantly.
  • The Moon is now visible at night in "SUNNY" weather in all episodes.
  • Added an option in the ini to prevent the bloom threshold from causing wild color shifts. This is enabled by default when tone mapping is enabled.
  • Recreated the functionality of "rain.defaultlight" in visualsettings.dat from consoles. Previously, this parameter did nothing, but now it makes the rain more visible at night in certain weathers.
  • Restored the console rain streak count. Although there were fewer of them, they were a lot more visible and arguably more appealing.
  • Fixed an issue where the game would detect an insufficient amount of video memory on specific system configurations. This eliminates the need to use the "availablevidmem" launch argument, and commandline.txt in general.
  • Removed unnecessary delays when pausing and unpausing the game. Tab transitions were also sped up to match consoles.

Updated features

  • The "Console Gamma" setting now uses the actual curve from the X360 and comes enabled by default.
  • The "Motion Blur" setting now provides five different intensity levels (Very High is vanilla).
  • Contact hardening shadows (CHSS) now have different softness levels depending on the weather and time of day.
  • Fixed various minor bugs related to the sun shafts, and improved their quality and performance.
  • Anti-aliasing should now look better and perform significantly better as well, especially SMAA.
  • Improved the shape of the bloom at very high resolutions. It more closely resembles what it originally looked like on consoles.
  • Added a better fix for the "cutscene zoom bug". Now it doesn't rely on frame rate or FOV limits. This also takes care of a few other frame rate related bugs.
  • Improved the "PC+" tree lighting setting. It should now be a better middle point between "PC" and "Console", and is highly recommended with PC tree models.
  • Added an intermediary "PC+" tree alpha option. It's the same value as every other object and works quite well with the console tree models too.
  • Added a new tree LOD atlas based on the PC trees. The old atlas shipped by FusionFix was moved to Console Visuals.
  • Enabled shadow casting for a few more objects when using ExtraDynamicShadows, such as fire escapes.
  • Fixed various issues related to the old "VehicleNightShadows" ini setting....
Read more

GTAIV.EFLC.FusionFix v3.5.1

22 Dec 13:09

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Update v4.0.0 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

  • Improved DOF and bloom
  • Improved water foam texture
  • Cutscene stutter improvements
  • Restored X360 contrast slider behavior
  • Fixed broken explosion particle transparency
  • Fixed helicopter pitch up anim

GTAIV.EFLC.FusionFix v3.5.0

22 Dec 12:13

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Update v3.5.1 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • Improved DOF and bloom
  • Improved water foam texture
  • Cutscene stutter improvements

GTAIV.EFLC.FoamFix v3.4.0

06 Nov 17:07

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Update v3.5 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

README

  • Water foam fix
  • Improved PCSS/CHSS: better visuals, performance and added customizable settings
  • Fixed minimap blip animations at high framerates
  • Added a setting to display ped health with free aim
  • Added a setting to toggle between PC and console car reflection intensity
  • The mouse cursor is now hidden when using a gamepad
  • Fixed visualSettings.dat rain.ambient, rain.wrapscale and rain.diffuse not doing anything
  • Fixed flickering outlines around shores
  • Improved water transparency
  • Fixed radio reset after cutscene

GTAIV.EFLC.FusionFix v3.1.1

24 Sep 03:25
e4e34b1

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Update v3.4 available -> https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases/latest

  • v3.1.1: Fixed dark phone screen issue when some of the post-fx options were enabled.

  • v3.1.0: Fixed an issue with "Cutscene Only" DoF setting

  • v3.0.9: Added ForceNoMemRestrict parameter, this commandline option is enabled by default when using Fusion Fix now

  • v3.0.9: Fixed camera stutter when swimming with a controller

  • v3.0.8: fixed CLEO Redux compatibility

  • v3.0.6-3.0.7: Headlight Shadows option moved from ini to a phone cheat due to various issues. Call 1111111111 to enable and disable them(not recommended).

  • v3.0.5: made "Night Shadow Quality" control resolution of night shadows, instead of "Shadow Quality"

  • v3.0.4: more softlocking fixes with very high fps

  • v3.0.3: Added an option to enable high resolution shadows via ini (doubles cascaded shadowmap resolution, very GPU intensive, previously known as FixCascadedShadowMapResolution option)

  • v3.0.2: Fixed IMG counter display issue.

  • v3.0.1: Added in-game "Tree Alpha" setting.

  • v3.0.1: Added back the in-game "Shadow Filter" setting, which can be configured further in the ini.

  • v3.0.1: Fixed AA not being applied properly if motion blur is enabled.

  • v3.0.1: Fixed dark edges of PC grass textures.

  • v3.0.1: Improved tree lod textures.

  • v3.0.1: Added gta_trees_extended shader with normal and specular support

  • v3.0.1: Fixed missing lod lights in cutscenes.

  • v3.0.1: Added translations for in-game warnings.

  • v3.0.1: Added more episodic content checks.

  • Fixed glass shards not being colored

  • Added Sun shafts

  • Fixed vehicles: Stockade, Police Stockade, Enforcer, Ambulance, Fire Truck, Presidente, FlyUS Perennial, Habanero, Willard, PCJ, Sanchez, Sultan, Faggio, Burrito2, Stratum, Oracle

  • Fixed camera stuttering while sprinting and turning with a controller

  • Removed Console Shadows, instead added Lamp Shadows, Headlight Shadows and Vehicle Night Shadows

  • Increased shadow render distance to pre 1.0.6.0 levels

  • Fixed grass height

  • Fixed rifle firing delay

  • Added option to enable various episodic features (mod compatibility)

  • Added options to customize shadow blur, bias, cascade blending and filter quality

  • Added an option to fix autoexposure

  • Refactored code of several fixes and features, and generally improved performance

  • Improved depth of field quality

  • Split postfx into separate passes to fix overlapping effects

  • Fixed sky banding and color banding in general

  • Restored console timecyc gamma bump (boosts gamma by a small amount)

  • Ported postfx improvements to the phone camera

  • Restored normal offset bias from pre-1.0.6.0 shadows and fixed peter panning on lower qualities

  • Improved shadow filtering

  • Improved shadow cascade blending and reduced pop-in

  • Fixed shadow stretching or "aspect ratio" at certain camera angles

  • Fixed shadow view distance being lower than the actual rendered distance

  • Fixed distant shadows with cutoff penumbras

  • Fixed blur artifacts between shadow cascades under some conditions

  • Fixed shadow artifacts on water in some places and camera angles

  • Fixed self shadowing issues with high FOV

  • Fixed flickering when shadows of transparent objects overlap

  • Added parameters to control shadow softness and bias

  • Fixed outlines around objects when using DXVK

  • Fixed black normalmap halos on several surfaces such as asphalt, sidewalks and rocks

  • Improved tree vertex AO

  • Partially fixed emissive windows visible through the fog near the far plane with depth write disabled

  • Improved rain intensity calculation

  • Fixed stuttery particle animations caused by patch 1.0.5.0

  • Improved tree transparency and texture detail at long distances

  • Added user defined "tree alpha multiplier" parameter to control leaf transparency

  • Reduced procobj pop-in, but only up to about 25 view and detail distance

  • Partially restored console object fade speed

  • Removed screen door transparency from decals and some other shaders that shouldn't have it

  • Fixed some opaque objects being erroneously included in the "stipple mask"

  • Restored corona depth test in water reflections

  • Added corona reflection intensity multiplier parameter

  • Restored console behavior for terrain reflections

  • Fixed white reflections on some meshes in Alderney caused by a previous tweak

  • Added AO to gta_normal_spec_reflect_emissive if emissivity is 0 so it can be used to disable night shadows for certain objects

  • Updated fixed Lampposts and disabled Lamppost objects' Night Shadows

  • Added emissive depth write fix

  • Added GXT overloading - game will load additional language#.gxt with ability to overwrite vanilla lines

  • Localized FusionFix menu strings - might contain translation errors

  • Raised Vehicle Livery limit, from 4 to 127

  • Exposed Extended Limits

  • Fixed P90 being selectable in vehicles on keyboard

  • Removed broken shore foam effect

  • Removed an option to customize rain droplets blur intensity

  • Removed SSAA

  • Removed Shadow Filter option

  • Removed Improved Definition option - only Classic and Extra stays under off/on options

Contributors (click to expand)

@Tomasak @sTc2201 @MagicAl6244225 @Parallellines0451 @RaphaelK12 @Sergeanur @Ash-735 @akifle47