[SOLVED] Shadows breaking in No Man's Sky
- PirateKitty
- Topic Author
Turning on GemFX's ambient light cause it to happen right away, it is as if the shadow is applied to the entire scene. But this also happens while having both McFX AO on and CustomFX Gauss blur on at the same time. Using either one or another doesn't make this happen, only both on. It borks the shadows to the point that even turning things off with scroll lock doesn't fix it. You have to go and turn off the shaders for it to go back to normal.
Example: Ambient light off, shadows are normal
Ambient light turned on, shadows bork
So, any ideas on how to fix this?
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- PirateKitty
- Topic Author
Might have something to do with the number of passes or textures being used. With further testing, seems like it first breaks the nebula/sky texture and then the shadow texture.
Depends on the number of shaders active and with some shaders it breaks everything right away, like the ambient light one.
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- crosire
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- PirateKitty
- Topic Author
Edit: I can post an example of the nebula disappearing when shaders are turned on, if that helps.
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- brussell
reshade.me/forum/troubleshooting/938-the...on-dark-athena#12157
You can try out the samlple ReShade.fx posted there and see if it affects you.
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- PirateKitty
- Topic Author
texture testtexture {Width=BUFFER_WIDTH; Height=BUFFER_HEIGHT;};
sampler testsampler1 {Texture=testtexture;};
sampler testsampler2 {Texture=testtexture;};
sampler testsampler3 {Texture=testtexture;};
sampler testsampler4 {Texture=testtexture;};
sampler testsampler5 {Texture=testtexture;};
sampler testsampler6 {Texture=testtexture;};
sampler testsampler7 {Texture=testtexture;};
sampler testsampler8 {Texture=testtexture;};
sampler testsampler9 {Texture=testtexture;};
sampler testsampler10 {Texture=testtexture;};
sampler testsampler11 {Texture=testtexture;};
sampler testsampler12 {Texture=testtexture;};
sampler testsampler13 {Texture=testtexture;};
//sampler testsampler14 {Texture=testtexture;}; // Breaks Nebulas
//sampler testsampler15 {Texture=testtexture;}; // Breaks Ambient Light
//sampler testsampler16 {Texture=testtexture;}; // Breaks Shadows
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- brussell
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- PirateKitty
- Topic Author
reshade.me/forum/shader-presentation/2230-piratekitty-s-shaders
Still working on adding some more features to it.
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- JBeckman
brussell wrote: Crosire, can you do something about this issue? There are now at least three OpenGL Games, that suffer from this problem (Chronicles Of Riddick, Soma, NMS).
I might be completely wrong about this but I assume ReShade 3.x will solve this as it only loads the shaders the user enables (EDIT: Instead of the entire pipeline config as with 2.x) so that should free more passes from games on API's with this limitation which I assume is D3D9 and OpenGL 3.x so that should hopefully resolve this although depending on the amount of effects a user enables with ReShade 3 it might eventually exceed the limit and cause said issue to occur again though I do not know if there's a immediate fix for it or if one just needs to keep these samplers below a certain threshold.
Unfortunately 3.0 is currently only in beta and only a few shaders have compatible 3.0 versions as of yet but as development picks up this will probably improve though I don't think there's a planned ETA on when a full release is planned.
EDIT: Yeah I'm probably misunderstanding though fewer loaded shader effects could still help?
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- PirateKitty
- Topic Author
In certain cases. But the shaderpacks I saw and effects inside those shaderpacks are so badly bloated up that it doesn't matter.JBeckman wrote: EDIT: Yeah I'm probably misunderstanding though fewer loaded shader effects could still help?
Imagine an old jeep that is only held together by duct tape. They're a collection of shaders written 5-10+ years ago, mixed with new stuff, mixed with stuff that do the same thing, all jumbled up together. Things have their own passes when they don't really require it. Duplicated samplers that in the end do the same thing. Some load 8+ textures and don't even use them.
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- crosire
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- brussell
crosire wrote: Looked at it again. Turns out I only recover the first 8 textures to the ones the game set after ReShade finished rendering (in OpenGL). This means if more than 8 textures are active simultaneously, those bleed into the game's rendering pipeline. Something I can easily fix by increasing the amount of textures that are stored and recovered.
Cool. Will you update ReShade 2.0 as well?
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- PirateKitty
- Topic Author
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- crosire
Unlikely. Shaders from 2.0 can be used with 3.0 after all.brussell wrote: Cool. Will you update ReShade 2.0 as well?
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- brussell
crosire wrote:
Unlikely. Shaders from 2.0 can be used with 3.0 after all.brussell wrote: Cool. Will you update ReShade 2.0 as well?
I'm just asking because ReShade 2 is still the official release and 3.0 is still in beta. Besides there may be a lot NMS Players out there currently that suffer from this issue, don't know.
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- crosire
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