D3D8 and depth buffer range problem (?)
- lowenz
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9 years 2 months ago - 9 years 2 months ago #1
by lowenz
D3D8 and depth buffer range problem (?) was created by lowenz
Max Payne: all-white!
Chrome:
and pressing ESC to change menu/exit (with animated scene):
In-game I can see the SSAO applied only to the weapon model!
Range (->HUD) problem?
Chrome:
and pressing ESC to change menu/exit (with animated scene):
In-game I can see the SSAO applied only to the weapon model!
Range (->HUD) problem?
Last edit: 9 years 2 months ago by lowenz.
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- lowenz
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9 years 2 months ago - 9 years 2 months ago #2
by lowenz
Replied by lowenz on topic D3D8 and depth buffer range problem (?)
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Chrome's problem is clearly game-related, SSAO works perfectly in some scenes, and doesn't work well in others (look at the weapon):
(Perfect)
(Weapon Only SSAO)
But for Max Payne? Why it's all white?
Chrome's problem is clearly game-related, SSAO works perfectly in some scenes, and doesn't work well in others (look at the weapon):
But for Max Payne? Why it's all white?
Last edit: 9 years 2 months ago by lowenz.
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- crosire
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9 years 2 months ago #3
by crosire
Replied by crosire on topic D3D8 and depth buffer range problem (?)
Depthbuffer in Chrome only contains the weapon model, probably because the game clears it before rendering the FPS hands/weapon. Not much can be done about that.
And as for Max Payne: ReShade appearently grabs the wrong one here ...
And as for Max Payne: ReShade appearently grabs the wrong one here ...
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- lowenz
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9 years 2 months ago - 9 years 2 months ago #4
by lowenz
Replied by lowenz on topic D3D8 and depth buffer range problem (?)
Uhm.....UT 2004:
without weapon:
same place with weapon (spawn):
It's exactly the Chrome problem.....so it's not Chrome, it's ReShade, somehow
without weapon:
same place with weapon (spawn):
It's exactly the Chrome problem.....so it's not Chrome, it's ReShade, somehow
Last edit: 9 years 2 months ago by lowenz.
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- brussell
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9 years 2 months ago #5
by brussell
Replied by brussell on topic D3D8 and depth buffer range problem (?)
Is this kind of problem "fixable" within reshade, or are we doomed to live with it forever...?
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- crosire
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9 years 2 months ago #6
by crosire
Replied by crosire on topic D3D8 and depth buffer range problem (?)
In some games the depthbuffer doesn't contain environement information, because the game clears the buffer before starting to render the FPS weapons. In that case one would need to prevent that clear, which is possible, but hard to detect on a generic level (might add a "#pragma" option for it in the future to allow game specific user configuration).
Some games render environment and weapon into different depthbuffers altogether and ReShade's algorithm chooses the one with the weapon. It still needs improvement to choose the one with the most useful data (there are games with more than 30 depthbuffers, so it's no easy task to figure out the best match, though it works quite well already).
So yeah, both these cases are fixable unless there's yet another reason I did not list
Some games render environment and weapon into different depthbuffers altogether and ReShade's algorithm chooses the one with the weapon. It still needs improvement to choose the one with the most useful data (there are games with more than 30 depthbuffers, so it's no easy task to figure out the best match, though it works quite well already).
So yeah, both these cases are fixable unless there's yet another reason I did not list
The following user(s) said Thank You: brussell
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