[ℹ] FULLNAME=Extra FX PREVIEW=https://acstuff.club/images/modules/extra_fx.jpg DESCRIPTION=Adds an option for secondary rendering pass allowing to use more visual effects. For now, only works for single screen without VR, with post-processing enabled. Also, doesn’t work if AC’s motion blur is enabled. SHORT_DESCRIPTION=More post-processing ; URL=https://trello.com/c/CfuT5QqM/28-particles-fx [BASIC] ; Extension ENABLED=0 ; Active (set to 0 to disable Extra FX); 1 or 0 ALLOW_IN_TRIPLE=0 ; Allow Extra FX in triple screen mode (be aware, it’s a major performance hit); 1 or 0 EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 DEPTH_FIX=1 ; Compatibility fix (might affect performance in strange ways); 1 or 0 ; [DEPTH_REDUCTION] ; ; Analyze depth to improve shadow mapping and other effects ; ENABLED=0 ; Active; 1 or 0 ; READBACK_DELAY=3 ; GPU-to-CPU delay (required to improve performance); from 0 frame(s) to 5, round to 1 [MOTION_BLUR] ; Motion blur ENABLED=0 ; Active; 1 or 0 EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 MULT=0.5 ; Amount of blur; from 0 to 1, perc. QUALITY_2=1 ; Quality; 0 for Low, 1 for Medium, 2 for High JITTER_MULT=1 ; Noise (helps to reduce banding); from 0.5 to 1, perc. [TAA] ; Temporal anti-aliasing ENABLED=1 ; Active; 1 or 0 SAMPLE_SPREAD_MULT=1 ; Sample spread; from 0 to 1, perc. EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 HISTORY_SHARPEN=0.3 ; Sharpen temporal data (applies slight sharpening to previous frame before mixing it with current one); from 0 to 0.5, perc. EXTRA_SHARPEN_PASS=0.5 ; Extra sharpness; from 0 to 1, perc. BLUR_NEW=0.5 ; Blur new pixels (blur intensity for pixels which don’t have TAA information ready for them); from 0 to 1, perc. BEFORE_MOTION_BLUR=1 ;; hidden __HINT_BOTTOM=For the best look, disable extra sharpness and then enable FidelityFX by AMD in Graphics Adjustments section. ;; hidden [SSLR] ; Local reflections (SSLR) ENABLED=1 ; Active; 1 or 0 EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 TRACING_QUALITY3=3 ; Quality; 0 for "Low (Old)", 1 for "Medium (Old)", 2 for "High (Old)", 3 for "Simple (New)", 4 for "Hi-Z (New)" STEPS_SIMPLE=36 ; Steps (works better if divisible by 4); from 24 to 80; visible with TRACING_QUALITY3:3 STEPS_HIZ=80 ; Steps; from 40 to 200; visible with TRACING_QUALITY3:4 EXTRA_SPECULARS=1 ; Long speculars for wet tracks; 1 or 0 SCALE=1 ; Resolution; from 0.5 to 1, perc. USE_TAA=0 ; Use TAA data to improve quality (at the moment, noisy in some places); hidden __HINT_BOTTOM=Old levels of quality are using a few steps (up to 32 for “High” to try and be lucky and find the reflection). Sadly, that’s not enough to find reflections consistently, so new methods use a more stable method with more steps. “Simple (New)” avoids potential misses by adding some blurriness, and “Hi-Z (New)” uses Hi-Z raymarching that’s able to find even a single pixel wide reflection. Default 80 steps might not be enough for some cases though. ≈150–250 steps would produce the best results, but it would be rather expensive. ;; hidden [ASSAO] ; Ambient occlusion (ASSAO by Intel) ENABLED=0 ; Active; 1 or 0; not available with SSAO/ENABLED or HBAO/ENABLED EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0 OPACITY=0.8 ; Opacity; from 0 to 1, perc. QUALITY=2 ; Quality; -1 for Lowest, 0 for Low, 1 for Medium, 2 for High, 3 for Very high (adaptive) RADIUS=1 ;; hidden EXP=0.8 ;; hidden CLAMP=0.98 ;; hidden MULT=1 ;; hidden HORIZON_ANGLE_THRESHOLD=0.06 ;; hidden SHARPNESS=0.98 ;; hidden DETAIL_SHADOW=0.5 ;; hidden QUALITY_ADAPTIVE_LIMIT=0.45 ;; hidden FADE_FROM=150 ;; hidden FADE_TO=400 ;; hidden [HBAO] ; Ambient occlusion (HBAO+ by NVIDIA) ENABLED=0 ; Active; 1 or 0; not available with SSAO/ENABLED or ASSAO/ENABLED USE_NORMAL_BUFFER=1 ;; hidden EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 OPACITY=0.8 ; Opacity; from 0 to 1, perc. RADIUS=1.2 ;; hidden EXP=1.6 ;; hidden BIAS=0.2 ;; hidden SHARPNESS=16 ;; hidden SCALE_SMALL=1 ;; hidden SCALE_LARGE=1 ;; hidden DEPTH_FOREGROUND=4 ;; hidden DEPTH_BACKGROUND=10 ;; hidden DEPTH_MAX=2500.0 ;; hidden DEPTH_SHARPNESS=2 ;; hidden [SSAO] ; hidden ENABLED2=0 ; Active; 1 or 0; not available with ASSAO/ENABLED or HBAO/ENABLED EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0 OPACITY=0.8 ; Opacity; from 0 to 1, perc. RADIUS=1.0 ;; hidden EXP=1.0 ;; hidden SCALE=0.5 ; Resolution; from 0.1 to 1, perc. BLUR_SCALE=0.5 ; Blur resolution; from 0.1 to 1, perc. [SS_LIGHTING] ; Extra space-screen lighting ENABLED=1 ; Active; 1 or 0 SCALE=1 ; Resolution; from 0.1 to 1, perc. EMISSIVE=1 ; Glowing emissives (require configuring in car or track config); 1 or 0 __HINT_BOTTOM=Screen-space lighting is also used for adding light bounces and light from flames and sparks. [LIGHT_BOUNCE] ; Light bounce estimation (requires space-screen lighting) ENABLED=1 ; Tracks (light bouncing off track surfaces back up, only for configured tracks); 1 or 0; only with SS_LIGHTING/ENABLED CARS=1 ; Cars (light bouncing off cars onto surrounding geometry); 1 or 0; only with SS_LIGHTING/ENABLED [SSGI] ; hidden ; Obsolete and incorrect ENABLED2=0 ; Active; 1 or 0 EXTERIOR_ONLY=0 ; Disable for interior cameras (for open wheelers); 1 or 0 SCALE=0.5 ; Resolution; from 0.1 to 1, perc. INTENSITY=1 ; Brightness; from 0 to 2, perc. [VOLUMETRIC_LIGHTS] ; Volumetric headlights ENABLED=1 ; Active; 1 or 0 EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 SCALE=0.2 ; Resolution; from 0.08 to 0.32, perc. INTENSITY_MULT=1.5 ; Luminocity; from 0 to 2, perc. [FOG_BLUR] ; Fog blur ENABLED=1 ; Active; 1 or 0 HEATING=1 ; Include heat distortion; 1 or 0 EXTERIOR_ONLY=0 ; Enable condition; Always is 0, "Exterior view" is 1, "Replays only" is 2 ; DISTANT_BLUR=1 ; Add a bit of distant blur; 1 or 0 DISTANCE_MULT=1.0 ; Distance multiplier (distance multiplier for distant blur); from 0.5 to 2.5, perc.