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(old version from May, much has been improved since then)

I highly recommend to use with newer Proper Fixes version, that improved mesh normals for better lighting: https://www.mixmods.com.br/2026/06/sa-proper-fixes/

Note: due to license, Cloudworks (from June version) is already added to this update too!

If you don't know what Proper Shaders is, check the previous post, where I explain it with more details: https://www.patreon.com/posts/154497598/

Update: May version, with all fixes, visual and stability improvements I did for the whole month, and, mainly, deferred rendering with per-pixel lighting and improved shadows (now less buggy). Keep following comments and Discord for more updates for next days.

I'll record a video only for next version (including clouds and water).

This is the first time in the world that anyone has fully implemented deferred rendering in GTA San Andreas, in a complete way. You might think the game's nights are now laggy with all these dynamic lights... You'd be completely wrong.

You'll notice a significant improvement not only in lights, but also in how shadows, ambient color, and sunlight interact with the world, including the use of reflections on all surfaces (basics of PBR), controlled by roughness PBR value (you'll notice some reflections on certain metallic surfaces and windows).

Current progress

Full deferred rendering technique (like modern games)

Per-pixel lighting (hundreds of optimized dynamic lights)

Volumetric lights beams

Dynamic 4 cascaded per-pixel shadows (NVIDIA's PCSS)

Soft shadow mask technique with gaussian blur

Ambient occlusion (SSAO, HBAO)

HDR simulation with tonemapping (ACES or Timoty)

Auto exposure

Bloom

Sun rays

SMAA

Simple dithered sky shader

New horizon fog

Improved z-fighting

Soft particles

Player mipmapping (automatic)

Shaders lit by directional light

Stochastic procedural texturing

Animated wind shader

Support for unlimited TXDPs (TXD parents) files in .ide files, which helps this (shadermaps) and other texture mods (disabled for now).

All 11+ thousand game textures are already configured with proper values for roughness, stochastic and shadows casting.

In progress

Volumetric clouds

PBR sky shader with sky blend

Roughness mapping

Ambient occlusion mapping

Normal mapping

Metallic mapping

Water surface

Underwater

Decals projector (replacing the vanilla decals system, from CPU to GPU)

Screen space reflections

World rain surface

Planned

Lens flare

Volumetric height fog

Screen space global illumination

Vehicle rain surface

Parallax occlusion mapping

Specular anisotropic hair

Subsurface scattering

Advanced car paint and dirt

Temporal anti-aliasing

Improve wind/vegetation shader

Terrain splat maps shader

Download version 05-26. For beta supporters on 01.06.26 (DD.MM.YY) and 01.07.26 for the public. Possible bug fixes will be updated in the same post (check comments and Discord).

Sharing is prohibited until specific dates.

Files

SA - Proper Shaders 05-26 (py2t9smd8g).zip

Comments

Miguel Jiménez

I hope you fix this in SAMP in the next version, I♥u Junior, This is the best mod ever created♥

Soroxas

Damn good work man this is sick

Dennyson Rodrigues Silva

A nova versão está ótima! Não sei se já foi respondido, mas pretende o suporte para o III e o VC?

MonoChrome213

it seems that vehicle reflections look pixelated with enabled deferred rendering

Zizhao Chai

When driving in first-person camera, the vehicle becomes transparent. It seems related to the Modern vehicle pipeline or Global Reflections, because disabling vehicle reflections appears to be the safest workaround. Changing the vehicle pipeline from Vehicles = 2 to Vehicles = 1 does not seem to improve the problem. Vehicles = 0 causes a crash in my setup, so I cannot use it as a fallback. The issue seems more related to first-person camera rendering with the depth/deferred/reflection pipeline, rather than only the Modern vehicle pipeline. I really like the mod and just wanted to report this in case it helps. Hope you can fix it in the next version. :)

Junior_Djjr

Sim, a Jéssica já começou um pro GTA Vice City, em breve.

Junior_Djjr

Updated: Fixed some transparent vehicle textures not rendering; fixed pixelated reflections and incorrect angles on the sides of cars; attempted to fix the chat disappearing with mirrors in SAMP.

Kaizo M

Previously, I reported an issue with transparency on peds that was fixed, thank you! I’m now reporting that when changing a player’s skin to a new character (not from the game, but one downloaded), the player remains in the T-pose with the new skin (this didn’t happen in the earlier versions of Proper Shaders). The issue only occurs with "some skins". This is probably the worst way to report a bug, but that’s how it is. I’ve tried skins from different authors, with different heights, proportions, etc., and the T-pose issue happens almost all the time. Even with some skins I’ve created myself, only a few work properly. Could this be related to bones or materials? I hope you can take a look at it, thanks!

Randy Westwright

se bugea en SAMP, al tener usuarios por detras, aparecen sus nombres enfrente cuando giramos la camara, sera que haya alguna solución para eso? alguna confi que permita usarlo en SA-MP? muchas gracias.(Posdata: ESTOY TRADUCIENDO DESDE GOOGLE desde el español)

Junior_Djjr

Updated: Fixed vehicles with excessively dark windows (they were rendering twice); Fixed missing alpha in textures marked as DXT1 with 1-bit alpha; Fixed the per-pixel light of the fire appearing under the ground and in a greenish color; Fixed the lack of fog on the particles (now Ezekiel's Traffic LOD looks good)

Junior_Djjr

Which "earlier versions"? And which skin for example?

Junior_Djjr

Solução está avisada no arquivo Leiame.

Felipe Tafurt

The volumetric lighting looks great, fantastic work. However, I can't see the shadows at night; they're disabled. Why is that? Do I have a bad setting? I'm confused.

Junior_Djjr

Updated: Fixed mirror bugs; improved the intensity of different map lights; volumetric lights are now stronger in foggy weather; fixed light reflections in the rain.

Junior_Djjr

Yes, on ini, on night shadow distance. It is enabled on high settings.

Rush Saharov (edited)

Comment edits

2026-10-01 10:00 Is there any way to turn off all the effects in the interiors?
2026-05-03 15:40

Randy Westwright

But doesn't this remove the shadows from the mod? Another question: will there be a solution afterward? Like changing the rendering of the Nametags or making them disappear when they're out of view in our GTA camera? Or is there something else that can be modified in the mod? I'd really like to know, please. And congratulations, great mod! 👌

Kaizo M

For example, if I use Proper Shaders 04-26 (pb3sbvd7y) all skins work perfectly. However, with Proper Shaders 05-26 (pa6byw08t) the T-pose issue starts to occur. Example of a skin that causes T-pose: https://libertycity.net/files/gta-san-andreas/225854-burnice-white-zenless-zone-zero.html Example of a skin that works fine (no T-pose): https://libertycity.net/files/gta-san-andreas/225884-jane-doe-zenless-zone-zero.html I don't think it's related to the DFF size. I also have another skin made by MAS OKUMA (the link is full of ads, so not worth sharing) with a 4.59 MB DFF and a 14 MB TXD, and it works without any T-pose issues.

Daniel Migale

Hi Junior, with may version, if I enable the Deferred Rendering, shadows don't render, the world is just without any shadow. I'm using the default preset (without HDR). This is my Proper Shaders Log Version Build: May 03 2026 16:47:54 2026-05-04 12:39:33 f0 | ==== Proper Shaders by MixMods.com.br ==== 2026-05-04 12:39:33 f0 | Proper Shaders mod enabled 2026-05-04 12:39:33 f0 | Logging Enabled Level 3: Errors, warnings and other non important infos will be logged. Prefer using this just for debugging. 2026-05-04 12:39:33 f0 | Using D3D9 Proxy, required for lots of features. Disable it in ProperShaders.ini if conflicts with other mod. 2026-05-04 12:39:33 f0 | Using Z/depth buffer. Better shader compatibility, but no MSAA support (use SMAA antialiasing instead). 2026-05-04 12:39:33 f0 | Using reversed Z/depth buffer. Requires proxy. This improves z-fighting a lot (very close faces flicking), but other graphic mods like ReShade must toggle reversed zbuffer to be compatible, otherwise you will see some rendering order issues. 2026-05-04 12:39:33 f0 | Using lit map pipeline. 2026-05-04 12:39:33 f0 | Using lit vehicle pipeline. 2026-05-04 12:39:33 f0 | Using lit skin pipeline. 2026-05-04 12:39:33 f0 I| Intercepted: D3D9System _rwD3D9VertexBufferManagerOpen 2026-05-04 12:39:33 f0 W| Patched_AfterD3D9DeviceInit called. 2026-05-04 12:39:33 f0 W| Sucessfully installed D3D9 Proxy. 2026-05-04 12:39:33 f0 W| SkyGfx is installed. 2026-05-04 12:39:33 f0 W| SilentPatch is installed. 2026-05-04 12:39:33 f0 W| Open Limit Adjuster is installed. 2026-05-04 12:39:33 f0 I| Intercepted: CGame::InitialiseRenderWare createRandomRaster 2026-05-04 12:39:33 f0 I| Data successfully loaded from MaterialsData.json 2026-05-04 12:39:33 f0 I| Map tweaks data successfully loaded from MapTweaks.json 2026-05-04 12:39:33 f0 W| Init called. 2026-05-04 12:39:33 f0 I| Intercepted: Idle RenderScene 2026-05-04 12:39:33 f0 I| Intercepted: RenderScene CPlantMgr::Render as after rendering transparent effects 2026-05-04 12:39:33 f0 I| Intercepted: RenderEffects CPostEffects::Render as after rendering 2026-05-04 12:39:33 f0 I| Intercepted: CPostEffects::Render GtaColorCorrection as final screen rendering 2026-05-04 12:39:33 f0 I| Intercepted: RenderFadingEntities 2026-05-04 12:39:55 f0 I| PatchedRenderScene called. 2026-05-04 12:39:55 f0 W| Start Reading Features... 2026-05-04 12:39:55 f0 I| SMAA: Loaded texture from resources/textures/CarReflectionMask.dds 2026-05-04 12:39:55 f0 W| Global Reflections initialized. 2026-05-04 12:39:55 f0 I| Using Global Reflections. 2026-05-04 12:39:55 f0 W| Deferred Lights enabled. 2026-05-04 12:39:55 f0 I| Using Deferred Renderer 2026-05-04 12:39:55 f0 W| Shadows enabled. 2026-05-04 12:39:56 f0 W| SunRays enabled. 2026-05-04 12:39:56 f0 W| SoftParticles enabled. 2026-05-04 12:39:56 f0 W| HBAO enabled. 2026-05-04 12:39:56 f0 I| SMAA: Applied preset 2 (threshold=0.10, steps=16, diag=8, corner=25) 2026-05-04 12:39:56 f0 W| SMAA enabled (Preset: 2). 2026-05-04 12:39:56 f0 I| SimpleSky: Created dome with 561 vertices, 3072 indices 2026-05-04 12:39:56 f0 I| SimpleSky shader initialized successfully. 2026-05-04 12:39:56 f0 W| SimpleSky enabled. 2026-05-04 12:39:56 f0 I| Attempting to install SkyHooks... 2026-05-04 12:39:56 f0 I| SkyHooks installed: 0x53D81C -> RenderAtmosphericSky (Clear Black), Clouds NOP'd. 2026-05-04 12:39:56 f0 W| Finish Reading Features. 2026-05-04 12:39:56 f0 I| Creating resources for Direct3D Device: ae378e0 2026-05-04 12:39:56 f0 W| Resources created successfully. 2026-05-04 12:39:56 f0 I| PatchedRenderFadingEntities called. 2026-05-04 12:39:56 f0 I| PatchedPostEffectsFirst called. 2026-05-04 12:39:56 f0 I| PostEffectsFirst called. 2026-05-04 12:39:56 f0 I| ProcessPostFxFeatures_PostEffectsFirst called 2026-05-04 12:39:56 f0 I| PatchedPostEffectsLast called. 2026-05-04 12:39:56 f0 I| ColorFilterProcessing called. 2026-05-04 12:39:56 f0 I| ProcessPostFxFeatures_AfterRendering called 2026-05-04 12:39:56 f0 I| SMAA: Loaded texture from resources/textures/AreaTexDX9.dds 2026-05-04 12:39:56 f0 I| SMAA: Loaded texture from resources/textures/SearchTex.dds 2026-05-04 12:39:56 f0 I| SMAA: Resources created for 2160x1440 2026-05-04 12:39:56 f1 E!| Unknown error creating effect from binary: 'resources/shaders/ShadowMask.cso' 2026-05-04 12:39:57 f1 I| InitShadowsFeature 0 2026-05-04 12:39:57 f1 E!| Failed to initialize shadow effect.

devilllcz

Hi! I’m not sure what I’m doing wrong. The April alpha version works flawlessly, but the May version is crashing my game. It does't even start @Never mind, I’ve found a solution. The problem was the wrong CLEO version—I had 5.4.0, but it should be the one from Essentials Pack. "Version Build: May 03 2026 16:47:54 2026-05-04 17:57:05 f0 | ==== Proper Shaders by MixMods.com.br ==== 2026-05-04 17:57:05 f0 | Proper Shaders mod enabled 2026-05-04 17:57:05 f0 | Logging Enabled Level 3: Errors, warnings and other non important infos will be logged. Prefer using this just for debugging. 2026-05-04 17:57:05 f0 | Using D3D9 Proxy, required for lots of features. Disable it in ProperShaders.ini if conflicts with other mod. 2026-05-04 17:57:05 f0 | Using Z/depth buffer. Better shader compatibility, but no MSAA support (use SMAA antialiasing instead). 2026-05-04 17:57:05 f0 | Using reversed Z/depth buffer. Requires proxy. This improves z-fighting a lot (very close faces flicking), but other graphic mods like ReShade must toggle reversed zbuffer to be compatible, otherwise you will see some rendering order issues. 2026-05-04 17:57:05 f0 | Using lit map pipeline. 2026-05-04 17:57:05 f0 | Using lit vehicle pipeline. 2026-05-04 17:57:05 f0 | Using lit skin pipeline. 2026-05-04 17:57:05 f0 I| Intercepted: D3D9System _rwD3D9VertexBufferManagerOpen 2026-05-04 17:57:07 f0 W| Patched_AfterD3D9DeviceInit called. 2026-05-04 17:57:07 f0 W| Sucessfully installed D3D9 Proxy. 2026-05-04 17:57:07 f0 W| SkyGfx is installed. 2026-05-04 17:57:07 f0 W| SilentPatch is installed. 2026-05-04 17:57:07 f0 W| Open Limit Adjuster is installed. 2026-05-04 17:57:07 f0 I| Intercepted: CGame::InitialiseRenderWare createRandomRaster 2026-05-04 17:57:07 f0 I| Data successfully loaded from MaterialsData.json 2026-05-04 17:57:07 f0 I| Map tweaks data successfully loaded from MapTweaks.json 2026-05-04 17:57:07 f0 W| Init called. 2026-05-04 17:57:07 f0 I| Intercepted: Idle RenderScene 2026-05-04 17:57:07 f0 I| Intercepted: RenderScene CPlantMgr::Render as after rendering transparent effects 2026-05-04 17:57:07 f0 I| Intercepted: RenderEffects CPostEffects::Render as after rendering 2026-05-04 17:57:07 f0 I| Intercepted: CPostEffects::Render GtaColorCorrection as final screen rendering 2026-05-04 17:57:07 f0 I| Intercepted: RenderFadingEntities 2026-05-04 17:57:25 f0 I| PatchedRenderScene called. 2026-05-04 17:57:25 f0 W| Start Reading Features... 2026-05-04 17:57:25 f0 E!| Unknown error creating effect from binary: 'resources/shaders/DepthPass.cso' 2026-05-04 17:57:31 f0 W| Failed to initialize Depth Pre Pass. 2026-05-04 17:57:31 f0 I| SMAA: Loaded texture from resources/textures/CarReflectionMask.dds 2026-05-04 17:57:31 f0 W| Global Reflections initialized. 2026-05-04 17:57:31 f0 I| Using Global Reflections. 2026-05-04 17:57:31 f0 W| Deferred Lights enabled. 2026-05-04 17:57:31 f0 I| Using Deferred Renderer 2026-05-04 17:57:31 f0 W| Shadows enabled. 2026-05-04 17:57:31 f0 W| SunRays enabled. 2026-05-04 17:57:31 f0 E!| Unknown error creating effect from binary: 'resources/shaders/SoftParticles.cso' 2026-05-04 17:57:32 f0 E!| Unknown error creating effect from binary: 'resources/shaders/HBAO.cso' 2026-05-04 17:57:39 f0 I| SMAA: Applied preset 2 (threshold=0.10, steps=16, diag=8, corner=25) 2026-05-04 17:57:39 f0 E!| Unknown error creating effect from binary: 'resources/shaders/SMAA.cso' 2026-05-04 17:57:39 f0 E!| Unknown error creating effect from binary: 'resources/shaders/SimulateHDR.cso' 2026-05-04 17:57:39 f0 E!| Unknown error creating effect from binary: 'resources/shaders/SimpleSky.cso' 2026-05-04 17:57:39 f0 E!| Failed to load SimpleSky shader. 2026-05-04 17:57:39 f0 W| Finish Reading Features. 2026-05-04 17:57:39 f0 I| Creating resources for Direct3D Device: 101cc3b0 2026-05-04 17:57:39 f0 W| Resources created successfully. "

Daniel Migale

Ok, by studying the situation I found out that if the game is full of heavy mods, the game won't be able to load shadows ONLY when deferred rendering is activated. That means, if I remove like ten "light" mods or one "heavy" mod, the shadows are loaded correctly; if I put back those mods, the game can't load shadows anymore. My impression is that when you hit some certain limit, the game can't manage to load shadows - and as I said before, this only happens when deferred rendering is activated. Even if I disable the shadows from proper fixes, the game can't even load its stock shadows. I hope it's clear, English is not my native language so I try my best to be as clear as possible.

Junior_Djjr

Isn't related to shadows. But yes, I want to try fixing, or at least disabling by default on SAMP.

Junior_Djjr

Isn't a RAM issue? Like you increased the RAM usage too much.

Junior_Djjr

It is explained on the readme that we are creating a too to fix this. Isn't only with Proper Fixes, the vanilla game has too, is just different places etc. The game isn't meant to use "mesh normals" originally.

Randy Westwright

I understand, let's hope there's a solution for the future. We really trust this mod; it's very good. I have a question: what's the mod that makes the guns shoot fire similarly to the Definitive Edition, like a bright or well-lit fire? In your last video, you can see it when it gets dark, especially in the car's exhaust. That's why I downloaded the mod; I really liked that fire at night.

Junior_Djjr

Jéssica added this to guns yesterday and showed it on the MixMods Discord server, are you not there? It will be included in Proper Shaders later (along with other things that still need tweaks, like the helicopter lights, Area 69 spotlights etc). While car exhaust back fires, I don't remember this. We'll add lighting to the explosion too, things like that, but it will probably be for next month because there's too much work piling up for just one month.

Ghost 676

Hey Junior I see that you fixed the bug where the lights were lighting up the wrong side of peds, however now there is a bug where the shadows are being casted on the body of the peds that are casting the shadow, like self shadowing if you will. So something like this: https://streamable.com/sf1r0o

Fred

Hello Junior ! Thanks a lot for that piece of art. Maybe you already know, but some objects appear pitch black. For instance Artem's pigeons and the added Urbanize objects located in the cleo folder.

Junior_Djjr

I'll check it later. Only for this 05-26 version right? The deferred renderer option I think? Not on previous version?

Daniel Migale

OK, I don't know if it's RAM or something but I fixed the problem by using the lower resolution version of RoSA Project. It seems like, if the modloader has too GBs of stuff, your Proper Shaders mod stops working flawlessly (there are problems even without deferred rendering).

Fred

Also on previous version and without the deferred renderer on actual version.

Zizhao Chai

Could GraphicsTweaker, Improved 2DFX, or ECG Enhanced cause lighting issues with Proper Shaders, such as areas becoming extremely bright at night where multiple lights overlap?

Junior_Djjr

You probably configured Improved Streaming incorrectly, greatly increasing RAM usage and causing RAM shortage issues in your game.

Junior_Djjr

ECG Improved 2DFX multiplies the lights range from the lampposts, is a better idea to not install anymore because it is already included on ProperShaders.ini. The others have nothing to do with lighting from the lights.

Daniel Migale

It could be... I used one of them default configurations provided with the mod though (I don't remember which one). I will try different configurations

Ghost 676

Junior I am facing a bug with shadow acne on peds, the shadow is casting upon their own selves. Do you know if this is a config issue or a bug? This only happens when moving away from the light source, if the ped is static or moving towards the light source it doesn't happen. Also, it only happens on peds, not cars or other objects.

Junior_Djjr

I think I know, but still not found how to fix, I'll try fixing later.

Azmat

no shadows

Wh. oonga

Hey, I really want to try this out, but I'm afraid that "Proper fixes" wont work for the latest SAMP version. I have a clean SAMP 0.3.7 R5-2 game, CLEO and modloader is installed. Placed proper fixes, SkyGfx and Open Limit Adjuster in the modloader folder. SkyGfx already had buildingPipe=PS2 as default for GTASA I adjusted MemoryAvailable = 1024 manually in Open Limit Adjuster Aditionally I also ran the .bat file from Proper fixes in the root directory of my SAMP folder, but the game still crashes on startup. The loading bar from SAMP is at 50% when the game crashes: SA-MP 0.3.7-R5 Exception At Address: 0x004C666A Base: 0x03E00000 Registers: EAX: 0x00000000 EBX: 0x008E2C64 ECX: 0x00B1C934 EDX: 0x00000000 ESI: 0x00B1C934 EDI: 0x00000001 EBP: 0xFFFFFFFF ESP: 0x0177EEF8 EFLAGS: 0x00210206 Stack: +0000: 0x00B71848 0x005B3D93 0x000004A3 0x01AA0000 +0010: 0x000004A3 0x42C80000 0x00001000 0x00000000 +0020: 0x0177F094 0x00825EA4 0x706D6272 0x5F726C5F +0030: 0x00317673 0x005389C4 0x00B71848 0x000001D9 +0040: 0x61766173 0x00616E6E 0x008E2C90 0x00B71848 +0050: 0x00000200 0x01AA0000 0x005B85E2 0x00B71848 +0060: 0x0177F0A8 0x0177F120 0x0177F080 0xFFFFFFFF +0070: 0x008E2C90 0x000004A2 0x01AA0000 0x000003E8 +0080: 0x61746164 0x70616D5C 0x65765C73 0x6F6D5F68 +0090: 0x765C7364 0x6D5F6865 0x2E73646F 0x00656469 +00A0: 0x0177EFCC 0x7710F949 0x00000000 0xD71F8E50 +00B0: 0x0000001F 0x00000020 0x0000000F 0x0177EFA4 +00C0: 0x00000028 0x0177F020 0x77151BB0 0xA176BD54 +00D0: 0xFFFFFFFE 0x0177EFE4 0x709F6EDF 0x01AA0000 +00E0: 0x00000000 0x00000020 0x19321FE0 0x0177EFF0 +00F0: 0x709E342B 0x00000020 0x0177EFFC 0x709D8E13 +0100: 0x00000020 0x0177F02C 0x707D5FF0 0x00000020 +0110: 0x0000001F 0x19325A50 0x0177F028 0x708905EB +0120: 0x19325A50 0x19321FE0 0x19325B70 0x70AFED20 +0130: 0x0177F074 0x708908DB 0x0177F080 0x0177F000 +0140: 0x19325B70 0x19321FE0 0x19321FD0 0x0177F0A8 +0150: 0x0177F120 0xFFFFFFFF 0x04CDD3A8 0x70AFED20 +0160: 0x0177F000 0x19325B70 0x0000001F 0x0177F044 +0170: 0x0177F094 0x70A0FC00 0x00000000 0x0177F0A0 +0180: 0x709CBEC0 0x1939D60C 0x0177F0A0 0x708C46A0 +0190: 0x0177F0D0 0x19321FD0 0x00000201 0x0177F0DC +01A0: 0x70A19168 0x00000000 0x0177F0E8 0x7088E030 +01B0: 0x70A29220 0x04CDD408 0x00000000 0x0177F0EC +01C0: 0x6FC10277 0x00000000 0x00000002 0x6FC10281 +01D0: 0x00000000 0x0177F0A8 0x1939D60C 0x04CDD408 +01E0: 0x04CDC258 0x0177F10C 0x70A1AF68 0xFFFFFFFF +01F0: 0x0177F0FC 0x708C8522 0x04CDC26C 0x0177F120 +0200: 0x0177F0A8 0x0177F118 0x708C50D7 0x0177F120 +0210: 0x0177F2A0 0x0177F280 0x70A19168 0x00000000 +0220: 0x0177F28C 0x708D0E76 0x70A28A3C 0x04CDD408 +0230: 0x00000CD0 0x00000001 0x00000000 0x0177F280 +0240: 0x70A127E5 0xFFFFFFFF 0x0177F28C 0x00000000 +0250: 0x0177F2A0 0x00000000 0x1939D60C 0xFFFFFF00 +0260: 0x00000006 0x00000018 0x00000002 0x05C790FA +0270: 0x00000000 0x0D9D8048 0x0000003E 0x0D9D8048 SCM Op: 0x0, lDbg: 0 LastRendObj: 0 Game Version: US 1.0

Junior_Djjr

So try to find the problem with your game, settings etc.

Junior_Djjr

Lots of people uses for SAMP, but I don't know exactly which version and so, but generally, it works, with a few issues that I still want to keep fixing later, just focusing more on the mod features before. Like issues with interior with mirrors (can force disable mirrors with mixsets). "SkyGfx already had buildingPipe=PS2 as default for GTASA" But is said on readme that you must not use any pipe on SkyGfx, isn't compatible.

Junior_Djjr

Updated: Fixed object rendering issues in SAMP; Theoretically fixed other incompatibilities from mods related to game rendering (SilentPatch, for example, was doing something and the mod was overriding it, now it no longer overrides it); Fixed graffiti tags rendering as if they were always painted.

Zizhao Chai

After the latest update, the first-person vehicle transparency issue still seems to be present.

FeliXNCP

Hi. The mod is amazing. I'm here to report two bugs I've noticed so far. 1) Some modded weapons look transparent. https://streamable.com/utihtc Here are some I've tested: - The default ones look fine - The ones included in RoSa (February) look transparent - The neXtGen remastered ones look transparent - The INSANITY weapons look fine. 2) When Shadows Cascaded is set to 1 or higher, a strange shadow appears on CJ’s back when he runs (I think it’s coming from his arms, but the shadow is exaggerated). This doesn’t happen with Shadows Cascaded = 0. Note: This is most noticeable at 12:00 PM. https://streamable.com/gm3h9b That’s it for now. Thanks for developing the mod.

Isaac Holt

I too have noticed this

Wh. oonga

Junior do you play SAMP? If yes, what version? What Versions of SAMP work with Proper Shaders?

Junior_Djjr

No, but you asked if it works in SAMP, and I replied here, responding to your same message.

Wh. oonga

So I got it to work properly in SAMP. Seems like "Proper fixes" isn't compatible with SAMP 0.3.7 R5-2. Yes I also used the .bat patch thing. As soon as I actually spawn in, the game starts to freeze. Without proper fixes it works fine, but I still found an issue. I would assume your shaders are "hardcoded", based on the gta map. Because on the SAMP server I play, some buildings have been removed. If you drive into those buildings, you notice that the cars are getting super dark. Also you notice that the car is not gradually getting darker, you have fixed levels. Maybe this can be improved. Here's a video: https://youtu.be/UFMpEUwDY3o

Deep Sidhu

Hi huge fan of your work. Keep up the good work. A question i installed proper shaders with rosa project evolved and proper fixes. I am seeing 2 shadows on the screen. One is perfect on the ground buy the other one is on cj back. Any solution s and one more thing if not a bother, Junior_Djjr could you share your gta sa build, cause my gta sa looks nothing like yours and thanks again

Rooney1948

Hi, there's a problem with SkyGFX. The game keeps crashing, and when I remove SkyGFX, everything looks blurry and yellowish. I'd like to keep both mods, but I need an answer on how to fix this. Please.

Junior_Djjr

This is a problem; some servers use very high values ​​for lights because a mod like this has never existed before. Even in vanilla GTA SA you'll see some slightly exaggerated lighs, not as much as these of course, since the game wasn't designed with them in mind, and SAMP is much worse; servers may use ridiculously high light intensity values ​​because they have no idea of ​​the standard values ​​the game uses for lights. What I can do to at least lessen the problem is to set a limiting value (for example, no light exceeding intensity 2 or something like that).

Wh. oonga

Yes that would be amazing :)

Wh. oonga

I sadly faced a critical error. When i enter the trans fender garage in LS, the wheel arch garage or any house interior, then my game freezes. It doesnt freeze fully tho. I can still see my character breathe and the fps counter also doesnt stop. But to close the game I still have to terminate the game via the task manager. This also happens with every preset you provided. Here you can see how it freezes: https://www.youtube.com/watch?v=KBHgtKxce5I I've installed only the essentials pack, proper shaders and SAMP 0.3.7 R5-2

Junior_Djjr

Looks fine on singleplayer, so maybe something server added, idk.

Wh. oonga

I'll try to make a small reproduceable server in the next days, maybe that helps you. I will also investigate the server I'm on, what the issue might be. I gave my AI some information to work with, that was the response: The deferred renderer / scene-management code may not handle the frame after SetPlayerVirtualWorld switches to a virtual world where the player has no visible entities. Possible causes: -Deferred renderer assumes ≥1 entity in scene -Global reflections / sphere-map capture failing with no geometry -Some pipeline pass iterating an entity list that's empty mid-transition

Junior_Djjr

So you confirm that only happens with deferred renderer option enabled?

Wh. oonga

It freezes even when i have deferred renderer off. So every preset that you provided will cause this isssue. With this server you can reproduce it: https://github.com/konstantinschuette/proper-shader-bug-server I recommend reading through the readme, there everything is written down what I found out. I'll send you my SAMP folder on discord as well. So if you have issues reproducing it, then you can take that as well

Junior_Djjr

I see that you cared enough to want to help me solve the problem, but what would help even more than all of that is for you to test other previous versions of the mod to find out from which version the bug started to occur, so I can have some idea about what feature/update caused this, or was from the first version (if something from the base working of the mod). Later this month I'll test and try to fix it.

Wh. oonga

If I'm not wrong, proper shaders doesn't work with SkyGFX. I'm pretty sure that's written down in the readme, so I'll suggest you check that again

Wh. oonga

Have you instealled "Proper fixes for rosa evolved"? If you have visual issues then I'll recommend adding a link to a screenshot. That makes it much easier to debug issues

Wh. oonga

It would be really great if you could fix it. I wanted to start this Friday on a new SAMP server, so I tried to prepare all the best mods I can find for it. But dont feel pressured, take your time. For now I just use SkyGFX. I tried out "SA - Proper Shaders 04-26 (pwyu3bte4)" which worked flawlessly. I tried the default preset that was in the "Proper Shaders" folder and the two highest presets from the "normal" and "blur" presets folder.

dvima

My game looks like this as soon as i put "Proper Shaders 05-26 (alpha access)" Game screenshot (CJ in the alley, beginning of the game): https://ibb.co/JwGFM9jh Mods i am using (screenshot 1) - modloader folder: https://ibb.co/qLDYrRYk Mods i am using (screenshot 2) - cleo folder: https://ibb.co/67W9bjJx Mods i am using (screenshot 3) - game directory: https://ibb.co/C5yjtWgb I followed your instructions in "Readme" file: "SkyGfx: Disable (; at the beginning of the line) "vehiclePipe" and "buildingPipe" in skygfx1.ini (and others), as this mod replaces them on ProperShaders.ini. Remember that this mod replaces SkyGfx, so it only makes sense to use it if you want the PS2 colors. Brightness: If the game is too bright or too dark, configure "DayLightingMult" and/or "Exposure_Day" in ProperShaders.ini. If your goal is to have faithful PS2 graphics with SkyGfx, disable SimulateHDR in this .ini file. Remember that the "brightness" in the game menu is simply a control for the ambient color and shading of the map (prelight). It is recommended to use this mod with the brightness in the menu set to half. It's good to remember that the game's "brightness" is actually just a prelight adjustment (map shading), so you can tweak the game's graphics with that in mind, while the screen brightness is tweaked on the "exposure" in .ini file. The GraphicsTweaker mod is still welcome (but in the future, it will be fully implemented into this one)." Can you tell me what is causing this extremely black lighting, because as soon as i remove "Proper Shaders 05-26 (alpha access)" the game works just normally, the colors and lighting are fine and normal. Btw i have 0 crashes or errors and using "Steam" version of the game. I also downgraded to v1.0, don't worry i know the process. I tried with SkyGFX Extended and without, but nothing changes. If you would be so kind to tell me which mod is conflicting with "Proper Shaders 05-26 (alpha access)" or what line can i change in "ProperShaders.ini" file, that would be very much appreciated. Thank you! Btw keep working on this mod, it looks amazing, i became a member as soon as i saw you are trying to fix z-fighting in the game. You rock my man. Keep it up. P.S. - I should also mention i used your "ProperFixes.asi" in "(extras)" folder and it didn't help, i used default medium preset and very high, no difference. I have very powerful PC and i can handle very high without issues. I also use paid mods of RoSA - May 2026 version alongside with Proper Player Retex aswell. Proper Fixes i downloaded is for RoSA version, so all those file are installed correctly. If that helps. I read your "Readme" file very carefully and i don't usually have problems when modding GTA San Andreas, but this really bugs me.

Junior_Djjr

If you actually followed the instructions in the readme, simply find out which mod is causing the conflict and tell here. Today with modloader and improved fastloader you can move the folders and test 50 mods in like 2 minutes to find which mod is causing it (half-by-half, 50, 25, 12, 6, 3, done).

dvima

Will do. Thank you!

dvima

The problem was "GraphicsTweaker" mod. Everything is fine now. The mod is beautiful.

Junior_Djjr

That's strange, I use it, there was probably some incorrect setting.

Tyler murray

Will dynamic shadows from lamp posts be possible with this rendering engine?

Junior_Djjr

Yes, it's just resource-intensive (even in modern engines) and not a crucial factor at the moment.

Tyler murray

ahh, well i hope it can be planned for future content, would love it!!

dvima

Maybe, idk, i downloaded it from RoSA project link from patreon.

Kumail Radhi

Good day brother. Do you recommend using proper shaders alone? I have mods, like RoSA, Project Props, SkyGfx, SkyGrad. are they all compatible with this mod? I faced an issue with CJ being in the light, he GLOWS so much that i can't see. I deleted Project2DFX and reLIT - San Andreas, it becomes better. but still, artificial lights are high glow in my game.

Junior_Djjr

Read the readme, and light intensity is also tweakeable inside the mod .ini. But SkyGrad obviously isn't necessary anymore, our sky shader don't have this issue.

Junior_Djjr

There, the game may have used too much per-pixel lights on this area, the mod fixes the lights using MapTweaks.json, just a matter of adding this area too. Which cutscene exactly is this? From which mission?

Kumail Radhi

all cutscenes in the same place (some other places too). this is Jizzy mission.

Kumail Radhi

UPDATE: I reentered the same building again and started to rotate between skygfx.ini, all has too much brightness issue, except for skygfx4.ini ... but idk which parameter solve it.

Junior_Djjr

Maybe is because you are not using Windowed Mode mod and caused this bug, but I think I know how to fix it.

YT Doomer

ah alr brother, thx man, i love your work

Caner Karaca

SAMP users MUST use xSAA mod by Dante to bring compatibility with Proper Fixes and RoSa... This information should be on MixMods website.

ExpectedTrout

Black screen during the loading screen with the 05-26 version (04-26 Works). I don't use SkyGfx, and I've already tried disabling deferred rendering in the config, but the issue persists. I even tested it on a minimal setup using only Essentials, RoSA, Proper Fixes for RoSA, and Proper Shaders, but still get the same black screen. Any advice on how to fix this?

Junior_Djjr

You have something else, this mod is always created using Essentials Pack and Proper Fixes. Find which is causing this and tell here.

ExpectedTrout

Turns out it was just a silly mistake on my end. I checked the Windowed mod config inside the Essentials Pack, and the resolution didn't match my in-game resolution settings. Once I matched them, the black screen was gone! Everything works perfectly now, even with my full mod list. Sorry for taking up your time with this and thank you very much for your help.

Jackie Vaswani

are the shooting stars in the game disabled now?

damiano mauro

I Don't Know Where to Say This To You But. if You Read This ? Junior_Djjr Can you Port The Umbrella Function for the Pedestrians from the Urbanize 12-25 Update but for The Player CJ. ? and as a Separated Mod or a Bonus for Urbanize. ? anyway This is Not Related with The ProperShaders Mod and i Already Know that The Urbanize is Paused for Now. also Because of The ProperShaders and The Soundize etc.