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Found 4 results

  1. Version 2.0.0

    458 downloads

    Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky. See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html Why the game looks wrong KOTOR lights its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards with no per-pixel lighting, which is also where the grass bug comes from. The patch rebuilds the game's lighting on a method every current driver supports, and puts every card on it. What it restores Grass that stays on the ground Light from the room on lightmapped walls and floors Reflections on metal, armour and water, including cube map reflections on Intel cards Fog, where the game meant to have it Soft shadows, glow, motion blur, film grain and Force power distortion Bump lighting on creatures, which the game only ever drew on NVIDIA cards What it also fixes The glow around lights and the edges of soft shadows no longer shimmer as the camera moves. The game did this on the hardware of its day too. The brightness slider works, cutscenes included, on drivers that refuse the game's request to change brightness, NVIDIA's on Windows among them. For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map never drew on any card. They do now. The Cube Map Fix and Soft Shadows Fix are part of this patch. Don't install them alongside it. Requirements KotOR version 1.03: GOG, Steam, or a CD copy with the common 1.03 no-CD executable KotOR Patch Manager 0.7.2 or later: https://github.com/LaneDibello/Kotor-Patch-Manager Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html Settings You don't need to change anything to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation, and with the Mod Options patch installed the game's options screen has menus for them. By default the patch draws the game as a GeForce card of the time did. Set look to ati to see it as an ATI Radeon did. In the game's own content the two differ only a little. Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html Replacement Shaders Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program. Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html Reporting issues Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder. Thanks @Lane and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them. Lane also wrote the KotOR Patch Manager, which this patch is built for. @Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match. Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/ Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility LLM Disclosure This project made use of an LLM during development, in the following capacities: - Brainstorming: exploring possible approaches and design directions - Decompilation assistance: help interpreting and structuring reverse-engineered code - Code comments: refining and clarifying existing comments - Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
  2. View File K1 Modern Driver Compatibility Patch Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky. See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html Why the game looks wrong KOTOR shades its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards without per-pixel shading, and the grass bug comes from that same path. The patch rebuilds the game's lighting on a method every current driver supports, and runs every card on it. What it restores Grass that stays on the ground Light from the room on lightmapped walls and floors Reflections on metal, armour and water, including cube map reflections on Intel cards Fog, where the game meant to have it Soft shadows, glow, motion blur, film grain and Force power distortion Bump lighting on creatures, which the game only drew on NVIDIA cards Glow and soft shadows that hold still as the camera moves A brightness slider that works, including in cutscenes For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map, which the game never drew on any card The Cube Map Fix and Soft Shadows Fix are included. Uninstall them before installing this. Requirements KotOR version 1.03: GOG, Steam, or a CD copy with the common 1.03 no-CD executable KotOR Patch Manager 0.7.2 or later: https://github.com/LaneDibello/Kotor-Patch-Manager Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html Settings You don't need any to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation. With the Mod Options patch installed, the game's options screen has menus for them. Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html The patch can draw the game as a GeForce card of the time did, which is the default, or as an ATI Radeon did. The look setting chooses between them, and in the game's own content the two differ only a little. The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html Replacement Shaders Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program. Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html Reporting issues Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder. Thanks @Lane and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them. Lane also wrote the KotOR Patch Manager, which this patch is built for. @Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match. Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/ Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility LLM Disclosure This project made use of an LLM during development, in the following capacities: - Brainstorming: exploring possible approaches and design directions - Decompilation assistance: help interpreting and structuring reverse-engineered code - Code comments: refining and clarifying existing comments - Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed. Submitter Synchro Submitted 08/16/2026 Category Mods K1R Compatible Yes  
  3. Guide Updated 10/26/14 This guide requires Nvidia Inspector Currently there are no options to get ENB, SweetFX, etc working in Kotor/Kotor2. These options will give you the highest quality for Antialiasing, Texture Filtering, Screen-Tear, and input delay. 1) Launch Nvidia Inspector, and open "Driver (256+) Profile Settings. 2) Click the drop-down arrow by the Home Icon. Search and Click the Profile for "Star Wars: Knights of the Old Republic 2" Use my settings below as reference, or import my profile. Make sure to apply changes! Antialiasing - Mode - Override any application setting Antialiasing - 8xQ (8x Multisampling) // Or set to 4x Antialiasing - Transparency Supersampling (8x Sparse Grid Supersampling) // Or set to 4x Anisotropic Filtering Mode - User-defined / Off Anisotropic Filtering Setting - 16x Texture Filtering - LOD Bias (OGL) - 0 // Values between 0 and -0.250 improve sharpness but introduce shimmering Texture Filtering - Negative LOD Bias - Clamp Texture Filtering - Quality - High Quality Texture Filtering - Trilinear Optimization - Off Frame Rate Limiter - 58 fps // Change to 118fps if you are using 120Hz Monitor, or offf for 144Hz+ Download Nvidia Inspector Profile Profile for 60Hz Monitor (Locked @ 58fps) *Most common Profile for 120Hz Monitor (Locked @ 118fps) Profile for unlimited FPS Notes / Warnings > Ensure that the Antialiasing modes are matching. For example, 2x/2x, 4x/4x, 8x/8x > Adjust LOD Bias (OGL) to taste. Values between 0 (Soft) and minus -1.500 (Sharper) increase sharpness of textures, although shimmering may occur. Most shimmering I've noticed only on the starting Peragus, although with sharper textures (floor). Therefore you may enjoy settings at 0, -.5000, -1.000, -1.500. My uploaded profile has LOD Bias @ 0 for best stability. What am I working on at the moment? > A confirmed list of non-working OpenGL/DX9 wrappers > Complete Nvidia Inspector Profiles (Different versions, 4x/4x AA for slower GPUs, and some other variants) > Testing any wrappers for OpenGL/DX9 (OpenGL32.dll) > Continuing to explore Nvidia Inspector options, so far nothing working for Ambient Occlusion These OpenGL to DirectX9 Wrappers do NOT work: > gldirect5 // Download > QindieGL.1.0 (rev4 & rev3) // Download > TitaniumGL v2014_01 (All Versions) // Download
  4. Got it working, this is an on-going project: http://deadlystream.com/forum/topic/3002-reshade-for-kotor-tsl/?do=findComment&comment=30622
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