The history of our render development #1

The first version that our team developed for RPBOX.

The development of our own render began at the end of 2019, when our team was working for RPBOX. The project management did not want to waste time on something that did not bring money, so we then started developing the render on our own initiative, in our spare time – in the evenings and on weekends. And only after seeing the first results, the management approved the full-time work in this direction.

To avoid confusion, this render is not ENB. This is a much more complex. In short, we completely disabled the part of GTA SA that is responsible for displaying the game and instead made our own system.

At first we just wanted to add shadows and qualitative reflections.

Qualitative reflections mean that they reflect exactly what is currently around and even what is outside the screen.

Then we added Ambient Occlusion (self-shadowing of closely spaced surfaces):

After that, we added the ability to adjust the gamma and palette in order to make a different picture depending on the time of day.

This was followed by multiple processes of customizing the visual part.

In 2020, we added all this to the RPBOX, and also began to tune the vehicles for it

and gradually came to something like this:

Later we implemented anti-aliasing, gorgeous sky, PBR, dynamic shadows, planar reflections and some other features.

Unfortunatly, we did not have enough time to release the glass, since RPBOX’s founder (who tried to rip us off for money some times) returned to the project, our whole team decided to leave the project. Just look at this beauty:

The problem of all transparent materials was also solved there: there were no more problems with edges around tree crowns, transparency of glass in vehicles, etc.

At that moment, all the main parts were completed, apart from the water.

This completes the story of the first version of the render history, since we did not take any of our developments for ReflectRP and started working completely from scratch, which we will talk about in the next part.

This is not the final version, but you can get an idea

In conclusion, a couple examples of funny bugs that came out in the process of working on the first version of the render.