Topic on Talk:Grand Theft Auto V
This page shows the changes between two versions of a post by Markie in the topic "Information on forced post-processing effects" on Talk:Grand Theft Auto V.
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2. The in-game depth of field setting does not fully disable the effect, leaving distant scenery blurred at all times of day and during any type of weather in-game. This can be verified by opening each weather file (the ones named "w_xxxx.xml", 12 files in total) within the update.rpf file with a tool such as OpenIV and checking the environmental_blur_in, environmental_blur_out, and environmental_blur_size settings. I have personally confirmed this as well, similar situation to the motion blur setting. | 2. The in-game depth of field setting does not fully disable the effect, leaving distant scenery blurred at all times of day and during any type of weather in-game. This can be verified by opening each weather file (the ones named "w_xxxx.xml", 12 files in total) within the update.rpf file with a tool such as OpenIV and checking the environmental_blur_in, environmental_blur_out, and environmental_blur_size settings. I have personally confirmed this as well, similar situation to the motion blur setting. | ||
− | 3. The game has a chromatic aberration effect always present at the edges of the screen, with no option to disable it. This can be altered by opening the timecycle_mods_1.xml | + | 3. The game has a chromatic aberration effect always present at the edges of the screen, with no option to disable it. This can be altered by opening the timecycle_mods_1.xml file within the update.rpf file with a tool such as OpenIV, searching for "nextgen", and checking the postfx_tonemap_filmic_a, lens_dist_coeff, lens_dist_cube_coeff, chrom_aberration_coeff, and chrom_aberration_coeff2 settings directly under it. I have also personally confirmed this, same deal as the motion blur and depth of field settings. |