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[NFSMW] Unused graphics features

Open xan1242 opened this issue 7 years ago • 3 comments

I have found out recently that Most Wanted uses pretty much the exact same renderer as Underground 2 and as such, some settings went unused (or even forgotten about in the settings menu entirely).

Enhanced Contrast (aka g_BleachByPassEnable):

Off: http://i.imgur.com/7vCjuvn.jpg On: http://i.imgur.com/i6u8Gk2.jpg

Ingame Off: http://i.imgur.com/boE3Rbv.jpg On: http://i.imgur.com/V97LCNL.jpg

Light Trails (aka g_LightStreaksEnable):

This one is kinda hard to see

Off: http://i.imgur.com/ssLC8U9.jpg On: http://i.imgur.com/zecYOTc.jpg

Off: http://i.imgur.com/Bt2dFYb.jpg On: http://i.imgur.com/y41621B.jpg

More of it on: (check the traffic car on the left, trails are visible on ALL flares) http://i.imgur.com/caU32FK.jpg

(Check the cop lights on the right): http://i.imgur.com/BBd2LCr.jpg

There are even more options that are either unused or constantly on. For this I'd recommend to transfer all graphical options out of Windows' registry into a separate INI file.

Here's an excerpt from IDA (since I'm too lazy to post all addreses here): https://hastebin.com/capedaveso.css

I have also found floats to control some of the visuals as well (such as bloom brightness, color correction, enhanced contrast's effect, etc.) but I think that would be overkill for this.

EDIT: I totally forgot I added my own shaders during testing LOL, but do keep these in mind, it is very easy to load those shaders. The shader that affects the looks is IDI_SCREENFILTER_FX. I have used the one from Underground 2 during testing. Light trails work without any shader modification.

xan1242 avatar Jul 19 '17 17:07 xan1242

Wow, great post. The light trail stuff is really interesting as well. It looks like it was leftover from Underground 2. Have you tried doing the same research for Carbon? Also, do you have any screenshots of depth of field working? I thought that effect was missing in the PC version.

AeroWidescreen avatar Jul 20 '17 03:07 AeroWidescreen

I have tested it and from what I can tell it does nothing visible. It is supposed to only be active during other camera types (CDActionTrackCar for example).

However, what is even more interesting is that at the part in the code where it is supposed to enable DoF rendering (sorry, on a phone now so I dunno the address), it actually starts to execute it, so I am wondering is it simply missing some resources (like Enhanced Contrast, it needs a shader too).

xan1242 avatar Jul 20 '17 04:07 xan1242

what if this stuff got passed to the custom reshade version for nfs

TorutheRedFox avatar Oct 06 '21 18:10 TorutheRedFox

I totally forgot about this.

I think I'll add it in myself now.

xan1242 avatar Jul 02 '23 15:07 xan1242

Done in https://github.com/ThirteenAG/WidescreenFixesPack/pull/1374

Yay!

xan1242 avatar Jul 03 '23 01:07 xan1242

Where is the "IDI_SCREENFILTER_FX" file? Because I couldn't find it in the NFSU2 installation folder.

Bluexam99 avatar Sep 20 '23 20:09 Bluexam99