Amazingly Realistic Immersion Mod

Up until the latest patch I was still using dust buster to remove the pointless and immersion breaking streaks. Now it just crashes if I try to load with those mods.

I am very happy someone continued with this. I cannot stand those silly streaks.
 
@Old Duck Has anyone one managed to change night visions color?

Hi, I didn't get back to you with details... soz. In the following file in the ShaderFixes folder:

0f2b92ba5625c61f-ps_replace.txt

...at the bottom, I changed the code like this to get "blue" nightvision.

Code:
// Use green "MIL-SPEC" night vision, increasing overall brightness
  o0.rgb = float3(0, 0, o0.b*2);


I deleted the central figures and replaced with 0, then replaced the last zero with the same code as the central figures but changed the g to a b. The 0,0,0 I think are r,g,b. The * value is like a brightness as far as I can tell. So if you want to mix green and blue, but have more blue, give the last value a higher number after the asterisk than the middle value. Or just have a single colour in either red, green or blue.

I currently have mine set like this:

Code:
  // Attenuate "Tron" lines
  // TODO - something more elegant (I'm just experiment at the moment) 20 is more attenuated than 10
  if (o0.a < 0.2) o0.a /= 5;
  else if (o0.a > 0.08) o0.a /= 5;

  // Use green "MIL-SPEC" night vision, increasing overall brightness
  o0.rgb = float3(0, o0.g*2, o0.b*2);


Old Duck can probably explain way way better than me, I just found the colour thing out by tinkering. Where his // text says "green", that's just his text description for his original setting where he made it green, but the word "green" here is not any sort of value obviously as it's after the // comment. Hopefully the above gives you an idea.
 
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Hi, I didn't get back to you with details... soz. In the following file in the ShaderFixes folder:

0f2b92ba5625c61f-ps_replace.txt

...at the bottom, I changed the code like this to get "blue" nightvision.

Code:
// Use green "MIL-SPEC" night vision, increasing overall brightness
  o0.rgb = float3(0, 0, o0.b*2);


I deleted the central figures and replaced with 0, then replaced the last zero with the same code as the central figures but changed the g to a b. The 0,0,0 I think are r,g,b. The * value is like a brightness as far as I can tell. So if you want to mix green and blue, but have more blue, give the last value a higer number after the asterisk than the middle value. Or just have a single colour in either red, green or blue.

I currently have mine set like this:

Code:
  // Attenuate "Tron" lines
  // TODO - something more elegant (I'm just experiment at the moment) 20 is more attenuated than 10
  if (o0.a < 0.2) o0.a /= 5;
  else if (o0.a > 0.08) o0.a /= 5;

  // Use green "MIL-SPEC" night vision, increasing overall brightness
  o0.rgb = float3(0, o0.g*2, o0.b*2);


Old Duck can probably explain way way better than me, I just found the colour thing out by tinkering. Where his // text says "green", that's just his text description for his original setting where he made it green, but the word "green" here is not any sort of value obviously as it's after the // comment. Hopefully the above gives you an idea.
I meant to throw my 2cr towards this yesterday but got caught up with irl stuff. Wanted to share my experiences having changed my colours around as well. Toned down the green a bit and brought up the blue. Still green, though not as mil-spec as irl nods, I find it works for me while surface prospecting but breaks the Pulse Wave Scanner when mining in rings so I have this shader on a toggle through EDHM's dev mode. Anyway...
Code:
  // Attenuate "Tron" lines
  // TODO - something more elegant (I'm just experiment at the moment)
  if (o0.a > 0.2) o0.a /= 5; //
  else if (o0.a > 0.08) o0.a /= .8;

  // Use green "MIL-SPEC" night vision, increasing overall brightness
  o0.rgb = float3(o0.r*1, o0.g*3.5, o0.b*1.75);
The lines with if and else seem to control the saturation and strength of the borderlines. This is only a guess after tinkering and I have no idea why in my code it has a > 0.2 while Ser Xav's has < 0.2... mine might be from an older version. Anyway, what I've seen is the lower that each number is the brighter your outlines are. Again, Old Duck would know better than we would, just adding my observations to the mix.

To simply change the colours you want to change the values under the // Use green "MIL-SPEC"... line.
o0.r is the red, o0.g is green, o0.b is blue and "*" denotes a multiplicative function and the numbers are the factor by which you're multiplying the values. You can use + instead of * for a different way of tuning. I tried it, it works, not sure if it breaks other things but for prospecting with NV it's fine, still I've gone back to * and just refined my multipliers.

Just play around! =D

Below I've included what my NV values look like and also what it would look like if you put o0.r*1, o0.g*1.75, o0.b*3.5 (more blue) instead.
 

Attachments

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Original post

Dude, i just tried it, and it look definietly cleaner!.

much appreciated. thanks.

notes:
  • you dont see the light of other ships in SC, but that even better.
  • quite dark in cockpit in space, i like.
  • transparent side panels are a b to read in station, im changing that back.

thank you!
 
I just had this happen, is it happening for anyone else? I'm in a Viper Mk4 if that matters.
1612478621605.png

Seems to be a feature of the V4. DBS doesn't have anything similar.
 
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Deleted member 240115

D
That's odd. The version of Dustbuster IGAU hosts on our Discord (since the original author abandoned it) seems to work fine for the past year or so, including last week's patch.


Up until the latest patch I was still using dust buster to remove the pointless and immersion breaking streaks. Now it just crashes if I try to load with those mods.

I am very happy someone continued with this. I cannot stand those silly streaks.
 
transparent side panels are a b to read in station, im changing that back.
I don't have the actual post handy, but if you go back a couple of pages in this thread, I released an update to the OP that includes a multi-level cycling HUD. This allows you to easily toggle between full HUD (which includes the background for menus so they can easily be read), partial HUD, minimal HUD, and no HUD.
 
Thanks for making this. I'm using just 4 of the filters to remove: Supercruise snow, speed lines, HUD sidelines, and particles in normal flight. I'm also using Nvidia game filter to help make game look extra pretty. Definitely not going back to playing with those pointless, annoying HUD elements!

While I have my Shadowplay overlay keys mapped to non default keys, the F1, F2, F3 toggles do not work for me even with the default config you provided. I haven't tried to remap them yet, since I don't want to toggle those filters I have.
 
Hi all, totally new here, lack of code understanding, I've got the things from "d3dx.ini" to work,
but the "ShaderFixes" Folder files such as "0f2b92ba5625c61f-ps_replace.txt" for night-vision color change doesn't seem to work by just placing the files in the folder, are there codes that needs to be added into "d3dx.ini" to make them function?
 
Hi all, totally new here, lack of code understanding, I've got the things from "d3dx.ini" to work,
but the "ShaderFixes" Folder files such as "0f2b92ba5625c61f-ps_replace.txt" for night-vision color change doesn't seem to work by just placing the files in the folder, are there codes that needs to be added into "d3dx.ini" to make them function?
nvm... seemed like I was missing a few lines for the ini file
it worked after adding
override_directory=ShaderFixes
cache_directory=ShaderCache
storage_directory=ShaderFromGame
cache_shaders=0
stereo_params = -1
ini_params = 120
under the [Rendering] section
 
Does this make the little tiny movement stuff disappear? I mean the stuff that looks like the stars in the attached picture, which goes by when you're moving around.

1614818273059.png
 
It works!

Well, on second thought. Everything works except turning HUD on or off. I tried both F1 and F5 in the ini file but I can't tell any difference when I press the HUD key.
 
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Hi folks,

Does anyone know the change to make so it shows all stars all the time even when up close to a sun?

I thought I had seen that option somewhere but now I can't seem to find the tab I had open.

Also I set star count to 999999 and that does not seem to draw any more stars than 10000.
 
Hi folks,

Does anyone know the change to make so it shows all stars all the time even when up close to a sun?

I thought I had seen that option somewhere but now I can't seem to find the tab I had open.

Also I set star count to 999999 and that does not seem to draw any more stars than 10000.
In this case you want to turn ON prototype lighting (see OP for actual variable name). As for stars, you won't see any more stars than are in the area to see. So if you are in an "empty" part of the galaxy, you will see less stars than if you are at the core, regardless what this setting is. I'm not sure how realistic the star count is compared to real life (for example, as seen from Sol), but I know of no other way to affect this in game.
 
Thanks Old Duck. I will try the ON prototype lighting.

One thing I noticed is that my HMD (valve index) seems to have a little bit of the backlight comes through, even on a black spot. I have this on my regular PC display screen too, like at night I'm watching a show before bed and I notice how bright it is even when the screen is "black" all the light still comes through. My old 2012 macbook had a "darker" black like it had a special low power mode to save battery, but when I looked at gaming screens with fast response time, none of them had that "night mode" feature.

I worked at a company once that had expensive giant projectors that could (allegedly) work with real night vision goggles. Maybe someday the regular common people can get screens like that.

Different topic, I turned my gamma all the way down but then I see fewer stars that way. I would make the game look like attachment if I could, but I think that's asking way too much. :)

But it would be nice if they had one gamma for stars and another gamma for everything else.

Thanks for the mod.

1614865111336.png
 
Hi Old Duck, may I ask how do you pass variables from d3dx.ini to shader files?
I'm currently trying to tweak stuff from your ODEDM-0.99.zip file from Page 41, but unable to pass the variable to shader.
I'm trying to make night vision RGB colors able to be cycled by key press, so I could frequently change them in-game depending on conditions.
 
Hi Old Duck, may I ask how do you pass variables from d3dx.ini to shader files?
I'm currently trying to tweak stuff from your ODEDM-0.99.zip file from Page 41, but unable to pass the variable to shader.
I'm trying to make night vision RGB colors able to be cycled by key press, so I could frequently change them in-game depending on conditions.
I'll have to look at the code (it's been awhile) so I can find a specific example to give you. This may take a little while.
 
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