A huge transformation. | GarryReal V1.24 release
For help/questions, please ask in the discord -
https://discord.gg/yPQck2UrXH
GarryRealV1.24 can be downloaded here: https://www.patreon.com/posts/garryreal-v1-24-122823756?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Its been a while since my last update, and I've noticed several issues with the ppfilter. Problems such as crushed blacks and desaturated fog in pure gamma have become apparent, along with faulty world lighting and tonemapping in the LCS version.
Changelog:
Fog-
The fog colour logic has been completely reworked to address the issue of desaturation. The fog settings also now offer greater control, as they allow you to adjust both the saturation and backlighting strength in the Gamma version of the filter.
I have also adjusted fog density and distance for rainy weathers with lower rain.
Glare-
Glare has been completely reworked across both scripts, as it was previously lacking and failed to stand out effectively.
New presets like lens flare glare and Gran Turismo style glare have also been introduced in both scripts.
Tonemapping-
I've added quantization as an option to provide greater customisation.
Black level control has been refined to prevent crushed blacks, ensuring better detail retention in dark areas. Additionally, users now have the ability to adjust black levels themselves incase people liked the crushed black look.
A new taillight desaturation slider has also been added. It works similarly to vibrance but specifically targets high-luma reds and some oranges.
Fixed the issues tonemapping had in the LCS version.
Auto-Exposure-
Previously, the auto-exposure night logic depended on a fixed minimum clamp, which often prevented the exposure from dropping to appropriate levels in extreme cases. This limitation led to overexposed scenes in some environments, such as photo rooms.
Now, exposure at night utilises a dynamic clamp that adapts to varying conditions, ensuring that all maps are illuminated correctly.
Additionally, camera-like exposure has been reintroduced as a preset. For now it is very simple and just adjusts the speed the exposure adapts at to deliver a camera-style effect.
Clouds-
Both scripts now have predefined values for cloud contrast and brightness for each skydome. This means clouds will now look as originally intended.
GarryFx-
Added customizable grain to the GarryFX spice effect.
Converted it for use with spice.
UI-
The user interface has been completely revamped to as it was simply too messy before.
This game looks real. | Assetto Corsa Graphics Mod 2025 | GarryReal V1.24 PP-Filter (YouTube)
Comments (12)
After installation of your filter i am facing frame drops. My pc specification is i5 7th gen, 16gb ddr4 ram, gtx 1650. Can you give the best settings For this config where I can play my game atleast at 30-40 fps. Currently I am getting 16-20 fps 🫤.
Join my discord and try the low end csp and video settings
I have just purchased your filter. But I am facing the problem of light over extreme glow of the car, which makes the game blurry. What is the solution for this
How did you install the filter
Do you have video settings please?
In the discord server
puede ser que se vea mas borroso que la version anterior, antes me gustaba mas
Turn the sharpness up then in the GarryFx effect in the spice section of the pure pp app
Do i no longer have to enable GarryFx in Graphic Adjustments>Scriptable Filters>Filter Script? Because thats not possible
Yes you do not
Can't wait to try it. I noticed recently I get a weird reaction on some cars rear view mirrors. For example the rear view camera on a lambo gt3 car looks like the ☀️ right in the dash. If I zoom out the seat position it will eventually look normal. Different pp filters do it too. Some less some more so I don't think it's that but is somehow related nonetheless. Some cars are not even drivable it's so annoying. Maybe I'll get lucky and this 1.24 fixes it. But if not, any idea what setting could maybe fix that? Love your last version. This is gonna be sick I just know it.
You will have to experiment with the real mirror settings in csp
