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FO4 Community Shaders v0.5.2-dev.120

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@github-actions github-actions released this 12 Nov 02:19

Source: f98391a
Full Changelog: v0.5.1...v0.5.2-dev.120

FO4 Community Shaders v0.5.1

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@github-actions github-actions released this 05 Nov 07:27
  • Compatibility: Community Shaders now disables itself and shows a message when doodlum's standalone Upscaling is installed; it crashes alongside CS, which includes it. jarari's Upscaling Custom is unaffected.
  • Menu: Home shows what's new in the latest major release; menu pages group their settings into panels, and each changelog release has its own panel.
  • Unified Water: the main menu is ready several seconds sooner on startup; Regenerate Caches now rebuilds on the next launch.
  • Upscaling/Frame Generation: no longer crash at startup and keep working when the game window is resized, e.g. with HighFPSPhysicsFix BorderlessUpscale.
  • Light Limit Fix: clustered light culling for effects and water is cheaper.
  • Subsurface Scattering: Burley mode skips non-skin pixels in its prepass, lowering its GPU cost.
  • Effects: smoke, fire and other effects keep their own color under view-ray shadows.
  • Sky Sync: turning it off restores the default sky rotation, including after loading a save.
  • Water: water forms with a zero specular, glare or fog power no longer produce black or white NaN pixels while a CS water feature is on.
  • Upscaling: DLSS motion dilation costs less GPU time.
  • Performance Overlay: FPS is smoothed every frame, Avg and 1% low use a 5-second window, Update Interval is now FPS Smoothing, and a Present row shows time blocked in Present.
  • Profiling: the Profiling page, feature Debug timings and the remote inspect tool show timings without the overlay open.
  • RenderDoc: shaders compile with debug info while RenderDoc is loaded.
  • Shader cache: with background_compilation, shaders compile when first drawn instead of at startup.
  • Frame Generation: saved frame generation no longer freezes at startup on GPUs without DLSS Frame Generation (e.g. RTX 30-series); it now starts right after the first frame.
  • Latency Reduction: no longer exits at loading screens with Anti-Lag 2.
  • Sun lighting: fixed a darker square around the player in third person; cloud, terrain and contact shadows were applied twice inside the focused shadow pass.
  • Image Based Lighting: with Fog Mix above 0, glass and other effects no longer show as a grey patch against the fog when looking toward the sun.

Source: 5a60be7

FO4 Community Shaders v0.5.0

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@github-actions github-actions released this 03 Nov 04:23
  • Shader ownership: a feature whose shader target is disabled (enable_shaders or [shader_ownership]) now fails shader-injection validation instead of running without effect; Screen Space GI, Subsurface Scattering and Screen Space Shadows are now validated too.
  • Settings: out-of-range values in the config file are clamped to the allowed range instead of failing the whole feature.
  • Light Limit Fix: replaces Inverse Square Lighting; the config section is now [features.LightLimitFix] and derive_unauthored_lights now defaults to off, so converting unauthored lights to inverse-square falloff needs opting in.
  • Light Limit Fix: effects (smoke, fire, glow, rain) and water now receive every nearby light instead of at most 4 (effects) or 7 (water); portal-strict lights respect rooms; the magic light limit is lifted; adds a Clustered Lights Count debug view.
  • Pip-Boy and inventory effects no longer sample world sun shadows.
  • Upscaling: Latency Reduction now picks NVIDIA Reflex or, on Radeon GPUs, experimental AMD Anti-Lag 2; Anti-Lag 2 needs Upscaling or Frame Generation presenting through Direct3D 12.
  • Upscaling: DLSS and FSR below native resolution no longer flicker on grass and fine detail.
  • Screen Space GI: ambient occlusion no longer flickers, especially without upscaling or with TAA; Temporal Denoiser and Max Accum Frames now apply to it.
  • Upscaling: the Reflex settings moved to vendor-neutral latency_reduction, latency_fps_limit_enabled, latency_fps_limit and latency_use_markers keys and reset to their defaults.
  • Extended Materials: terrain parallax is on by default and renamed Enable Terrain Parallax; landscape layers without a height map stay flat.
  • Extended Materials: parallax skips _s maps without mipmaps, whose alpha is not a height map (e.g. weapon grunge masks).
  • Unified Water: distant water squares of one type and height now draw as a single shape per terrain chunk, cutting water draw calls and CPU time in views over large water.
  • Unified Water: interiors such as the Concord Speakeasy no longer draw the outdoor water plane over the room.
  • Render thread CPU: shader bindings are resolved once per technique bind instead of every draw, most visibly for water in the deferred composite.
  • CS Editor: a weather picked without Accelerate Weather Change is no longer dropped on the next sky update.
  • Features switched off in the menu no longer cost CPU time on every draw.
  • Skylighting: the sky occlusion capture costs less CPU in dense exteriors; objects fully faded out no longer shade the sky.
  • Terrain Blending: terrain away from object edges is shaded once instead of twice, lowering its GPU cost.
  • Shader compilation: changing a debug view or clearing the shader cache recompiles the affected variants in the background instead of on first draw.
  • Menu: each feature's debug views, diagnostics and profiling now share one collapsed Debug section; Upscaling and Frame Generation drop their Status and Advanced sections, and Screen Space GI's presets and resolution are dropdowns.
  • Upscaling: the texture mip bias now reaches every texture sample in Community Shaders' shaders and alpha-tested depth prepass draws, not only anisotropic samplers; the engine's samplers are no longer modified.
  • Deferred composite: lower GPU cost with Skylighting and IBL (one shared sky probe fetch) and with Screen Space GI in unblended fog.
  • Subsurface Scattering: new feature ported from Skyrim CS; blurs skin with separable or Burley scattering instead of the vanilla blur; turns the vanilla character light off unless enabled in its settings.
  • Sky Sync: new feature ported from Skyrim CS; sun and moon lights, shadows and godrays follow the bodies in the sky, with an optional alternate sun path and moonlight at night.
  • Terrain Blending: new feature ported from Skyrim CS; blends terrain into objects that sink into it by depth, removing the hard seam; no per-mesh opt-out yet.
  • Volumetric Shadows: new feature ported from Skyrim CS; softens the sun's soft, rim and back lighting and shadows the sun on water and effects; Skylighting's sky visibility drives those lobes instead while it is enabled.
  • Cloud Shadows: new feature ported from Skyrim CS; clouds shade the sun on terrain, objects and water. Cloud self-shadowing is not ported.
  • Dynamic Cubemaps, IBL: the engine reflection cube's side faces now include clouds; they were culled.
  • When shaders take over a second to compile, Continue, Load, and New Game wait behind the main menu's loading spinner until they finish, with a progress window when DearModdingUI is installed; set background_compilation in [shader_cache] (restart required) to play while they compile, with uncompiled shaders rendering as stock. Every stock shader variant a loaded feature modifies now precompiles at startup instead of as the game first draws it.
  • Shader cache: max_size_mb in [shader_cache] caps the disk cache (default 4096 MiB); least recently used shaders are removed first.
  • Community Shaders now disables all hooks and features and shows a message when the standalone Motion Vector Fixes (MotionVectorFixes.dll) or Dynamic Cubemaps F4 (DynamicCubemapF4.dll) plugin is installed; remove them, as Community Shaders includes both.
  • Frame annotations: diagnostics.frame_annotations (Advanced > Diagnostics, restart required) names engine passes, draws and render targets in GPU captures; RenderDoc captures include every event even if the live toggle is off.
  • Performance Overlay: added DeferredComposite timing; A/B results read Valid or Marginal only with samples from both variants.
  • Performance Overlay: GPU timings no longer overwrite pending queries, and a pass timed several times in one frame counts as one sample.
  • Profiling page and per-feature Profiling sections with Skyrim CS's stacked GPU/CPU pass graph and sortable heat tables; the overlay's CS Render Passes view uses the same graph.
  • Dynamic Cubemaps: material_reflections now defaults to 0.25; interior water reflects only the live cubemap, and water without the Reflections flag now reflects it too.
  • Image Based Lighting: now applies in interiors; the DisableInInteriors setting is removed.
  • Skylighting: fixed a bright patch around the player with 1 or 3 sun shadow cascades (iDirShadowSplits); only 2 were supported before.
  • Skylighting: specular and sun soft-shadow sampling now clamp to the probe volume's height as in Skyrim CS, fixing a specular edge at that height.
  • Inverse Square Lighting: a derived light radius of zero now falls back to 1, as an undefined one already did.
  • LOD Blending: disabling the feature no longer normalizes landscape vertex colors or applies LOD brightness and gamma.
  • RenderDoc: the capture list, size and Clear All Captures only touch .rdc files in the capture directory.
  • CS Editor: unlocking the weather keeps the current weather instead of picking a new one.
  • Presets now save and apply every feature's settings.
  • Settings: unknown keys and sections in FO4CommunityShaders.toml are logged as warnings at startup and on reload, and still ignored.
  • Feature shaders now receive their inputs on every engine draw route, including instanced, dynamic, particle and command-buffer draws, not only plain triangle-shape draws.
  • Disabling a feature's enabled toggle now skips its shader lookups for Skylighting, Screen Space Shadows, Terrain Shadows, Volumetric Shadows, Water Effects, Extended Materials parallax shadows and LOD Blending.
  • Lower CPU cost per injected draw: bindings are cached, Extended Materials skips unchanged target rebinds, draw counters run only with telemetry on, and per-shader timings run only while the Performance Overlay needs them.
  • Fixed an intermittent crash at startup while shaders compile.
  • Remote Control: Nsight Perf GPU counters per render pass ported from Skyrim CS (NVIDIA only, built with --nvperf_sdk); adds the communityshaders.nvperf tool and a panel on the Remote Control page.

Source: 65d708d

FO4 Community Shaders v0.4.1

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@github-actions github-actions released this 22 Oct 09:23
  • Dynamic Cubemaps: far LOD water reflections no longer scramble while walking; adds an Engine Cube Size setting.
  • The menu groups features into Skyrim CS's categories (Display, Utility, Lighting, Materials, Landscape & Textures, Water).
  • Upscaling: ReShade (standard dxgi.dll install) now works with Upscaling and Frame Generation; effects apply before the UI, are included in generated frames, and receive depth.
  • Fixed a startup crash on Direct3D 11 feature-level 11.0 GPUs.
  • Upscaling: DLSS no longer falls back to TAA until restart after fast travel or entering and leaving interiors.
  • Unified Water: interiors no longer show a stray water plane.

Source: 3494cda

FO4 Community Shaders v0.4.0

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@github-actions github-actions released this 19 Oct 03:49
  • Skylighting: new feature ported from Skyrim CS. Scales ambient diffuse and specular lighting by sky visibility, selects the dynamic cubemap specular by sky visibility, applies sky visibility to water reflections and adds probe and occlusion debug views; it has a live enable toggle.
  • Extended Materials: ported Skyrim CS's parallax and terrain height blending, with sun parallax shadows on objects and terrain; object parallax needs a height map in the _s alpha channel, and flat height maps are ignored.
  • Unified Water: ported Skyrim CS's distance-unified water and distant terrain water tiles with per-cell water types and a live enable toggle; placed water keeps vanilla distance rendering.
  • Image Based Lighting: ported Skyrim CS's spherical-harmonics ambient, specular and fog tint from the environment and sky cubemaps, with weather profiles; requires Dynamic Cubemaps, off until EnableIBL is set; static IBL is not included.
  • Terrain Variation: ported Skyrim CS's stochastic terrain sampling, LOD terrain tiling fix and landscape-textured mesh support, with a live enable toggle; mesh support covers natural landscape textures only, and Extended Materials and TruePBR height and RMAOS consumers are pending.
  • Dynamic Cubemaps: water reflects the live cubemap near and the engine cube far, with Skyrim CS's screen-space reflection blend; LOD is rendered into the engine reflection cube (engine_cube_lod, default on), new debug views show the cube, and all mips are encoded as BC6H.
  • Screen-Space Reflections: water and glossy reflections now appear; SSGI no longer disables the SSLR depth pyramid, and SSLR is correct under DLSS/FSR.
  • Inverse Square Lighting: lights without authored data now derive their size from the native falloff shape, light color matches Skyrim CS, each draw uses its own light data, and derived light reach no longer changes with animated dimmers.
  • CS Editor: ported Skyrim CS's weather picker, weather lock, time controls and weather overrides; override drags persist.
  • Remote Control: added a DevBench bridge that publishes events and lets external tools read and change settings, select debug views live, and request RenderDoc captures.
  • Terrain Shadows: ships heightmaps for the base-game and DLC worldspaces; other worldspaces still need an xLODGen export.
  • Performance Overlay: starts hidden each session; press F10 (rebindable) to show it, as in Skyrim CS. The frametime graph now scales with resolution and no longer spikes when the menu opens, and A/B deltas are signed as in Skyrim CS.
  • Upscaling: added NVIDIA Reflex controls (Low Latency Mode, Boost, Use Markers To Optimize, FPS Limit) as in Skyrim CS; Low Latency is on by default and always forced on under DLSS Frame Generation, off under FSR Frame Generation.
  • Upscaling: fixed a faint vertical seam at DLSS/FSR Quality; the Pip-Boy and companion map now render unscaled, DLSS no longer resets every frame while paused with Frame Generation, and the Frame Generation proxy device is created correctly.
  • Frame Generation: updated Streamline to fix a black screen when loading a save with FSR 4 frame generation enabled and Gamma 2.2 color inputs.
  • Water: the shore blend no longer fringes first-person hands and weapons.
  • Screen Space GI: history now resets when the render size changes, as in Skyrim CS.
  • Diamond City and other open-sky worldspaces are no longer treated as interiors.
  • Hooks now use Microsoft Detours, abort cleanly if installation fails and log other mods' hooks on the same targets, which helps diagnose conflicts.
  • Shader cache: cached shaders are revalidated after plugin updates instead of being reused blindly.
  • RenderDoc: captures write one file per frame with names that stay unique across game sessions.
  • The menu's settings pages are modernized with sections, plots and reset indicators.
  • Every feature now has a live enabled toggle beside load, except Frame Generation, Inverse Square Lighting, Performance Overlay, RenderDoc and Upscaling.
  • Settings: unknown keys are dropped when a feature's config is rewritten; the Performance Overlay Position and PositionSet keys are ignored, as the menu saves window layout itself; Frame Generation detailed_diagnostics applies on the next launch.
  • Exponential Height Fog: removed until Skyrim CS releases it.

Source: b569746

FO4 Community Shaders v0.3.1

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@github-actions github-actions released this 06 Oct 01:57
  • Fixed the in-game menu and performance overlay not loading with DearModdingUI 0.2.0. Community Shaders now works with DearModdingUI 0.2.0 and later.

Source: 4eb23a3

FO4 Community Shaders v0.3.0

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@github-actions github-actions released this 06 Oct 00:12
  • LOD Blending: ported Skyrim CS's LOD terrain and object brightness and gamma controls and terrain vertex-color removal; snow LOD settings are not available.
  • Water Effects: ported Skyrim CS's water parallax; it follows the Water Effects enabled toggle and leaves vanilla water flat. Caustics now use Skyrim CS's implementation with per-cell water data.
  • Exponential Height Fog: now runs Skyrim CS's analytic and volumetric fog pipeline with weather profiles; it has no directional shadow cascade input and no IBL, Skylighting, Cloud Shadows or local-light providers yet.
  • Terrain Shadows: now uses Skyrim CS's heightfield shadows and terrain occlusion data; it still needs a user-supplied xLODGen heightmap export.
  • Screen Space GI, Dynamic Cubemaps, Inverse Square Lighting, Performance Overlay and RenderDoc now share their implementation with Skyrim CS. The Performance Overlay adds Skyrim CS's profiler and A/B analysis, with GPU timings for every feature pass.
  • Dynamic Cubemaps: environment-mapped materials now reflect the live cubemap, blended from the authored cubemap by the new material_reflections setting (default 1) and faded out in rain.
  • Wetness Effects: removed. Rain-darkened surfaces and wet reflections are no longer provided.
  • Screen Space Shadows: now uses Skyrim CS's Bend shaders with a corrected half-pixel lookup; first-person hands and weapons cast shadows as Skyrim CS does, replacing the 0.2.0 exclusion.
  • Fixed fog and terrain shadows leaking into secondary-view lighting, and frames without a usable camera or depth now skip temporal processing instead of reusing stale data.
  • Shader ownership toggles are editable in Advanced settings and apply immediately, including to feature shader contributions.
  • Utility, sky, particle, blood splatter and secondary-view lighting shaders remain stock. Effect and distant tree replacements remain available for fog and terrain-shadow consumers.
  • Settings: TerrainShadows replaces enabled/downsample_factor with EnableTerrainShadow; SSGI keys are cased as in Skyrim CS; InverseSquareLighting requires per-light authored opt-in; RenderDoc replaces multi_frame_count with "Capture Frame Count" and removes min_free_disk_gib; the WetnessEffects section is removed.
  • Fallout 4 OG 1.10.163: injected shaders now compile and are checked against stock shader output, and Inverse Square Lighting hooks an OG-safe call site. It loads and renders on OG, but only 1.11.240 is officially supported.

Source: 7e846d7

FO4 Community Shaders v0.2.1

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@github-actions github-actions released this 30 Sep 19:46
  • Imagespace post-processing now uses the game's own shaders; only screen-space reflections are replaced, with a rebuild that matches vanilla exactly.
  • Dynamic Cubemaps: added upstream's Screen Space Reflections toggle, which turns screen-space reflections off on all surfaces.
  • Upscaling: screen-space reflections use the rebuilt vanilla shader adjusted for render resolution, replacing a decompiled copy, so they fade at screen edges like vanilla; updated Streamline with a fix for an exception in its app denylist check.

Source: 7a9d1ca

FO4 Community Shaders v0.2.0

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@github-actions github-actions released this 30 Sep 04:53
  • Added an in-game changelog.
  • Screen Space Shadows: first-person hands and weapons are no longer darkened.
  • Performance Overlay: now shows by default when loaded.
  • Screen Space GI: ported upstream's GI integration, denoiser, resolution modes and vanilla SSAO toggle; indirect light now composes in linear space where the game forms diffuse light, respects vertex AO, and has a stronger AO default for interiors lit by placed lights.
  • Dynamic Cubemaps: ported upstream's capture pipeline and limited reflections to water and wet surfaces as upstream does, fixing flat silver reflections elsewhere.
  • Wetness Effects: ported upstream rain timing, shore wetness, weather puddles and film roughness.
  • Upscaling: restored the depth and refraction upscale pass, which was silently skipped.
  • Fixed several reconstructed engine shaders that did not match vanilla output, including decals, static objects, grass, tiled lighting and sunlight with Screen Space Shadows disabled.
  • RenderDoc: captures the game frame when Frame Generation is loaded, loads with the feature and finds the installed RenderDoc automatically.
  • OG and NG runtimes: every engine path now has addresses; still untested, only 1.11.240 is supported.

Source: ccf7f66

FO4 Community Shaders v0.1.1

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@github-actions github-actions released this 28 Sep 05:16

Source: 1a0439a

Full Changelog: v0.1.0...v0.1.1