The colour filter, radiosity, night vision, infrared vision and grain. There are five post processing effects applied by the game to the screenĪfter the main scene has been rendered that SkyGFX touches:
(it is mostly a more polished version of the PC port)īut it also had some graphical differences, mainly vehicles, and they were integrated into SkyGFX as well. The Xbox version of SA is far less impressive compared to the PS2 and PC versions
Sharptrails is another mod of mine that uses it. Out of that rwd3d9 was created,Ī library that mods can link against that extends RW with d3d9 features, mainly shaders. The initial hurdle to overcome was to be able to use Direct3D 9 in III and VC to be able Had much improved graphics over the PS2/PC versions and so the scope of the mod broadened. The Xbox releases of III and VC By R* Vienna (aka Neo) Have their differences too and thus SkyGFX for III and VC was created with much the same goal.īut PS2 graphics weren't enough.
Which calls the PS2 platform port "Sky" (named after Sony's SKY PS2 simulator), hence SkyGFX.Įven though SA differs more drastically between platforms, GTA III and Vice City GTA III-SA are built upon the RenderWare graphics engine The original mission was to port the PS2 graphics of GTA San Andreas Since its inception SkyGFX has evolved quite a bit. I try to keep the more technical stuff out of the way as not to confuse people, The aim of this document is to document what SkyGFX does in detail.