Depth buffer detection modifications

  • lowenz
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5 years 6 months ago - 5 years 6 months ago #481 by lowenz Replied by lowenz on topic Depth buffer detection modifications
Halo CE (Opensauce and not)

CDBBC: luma shifting

Fix: correct luma but this :p (the white mesh is the missile launcher)
[img

[img
Last edit: 5 years 6 months ago by lowenz.
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  • thalixte
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5 years 6 months ago - 5 years 6 months ago #482 by thalixte Replied by thalixte on topic Depth buffer detection modifications

lowenz wrote: Halo CE (Opensauce and not)

CDBBC: luma shifting

Fix: correct luma but this :p (the white mesh is the missile launcher)


I really think i must play with the sateblock to avoid those kind of issues :lol: Do you experiment performance pbs, like Nerrel does (it is the most important for me)... Or, is it just related to RE4 ? Thks for all your feedbacks.
Last edit: 5 years 6 months ago by thalixte.
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #483 by lowenz Replied by lowenz on topic Depth buffer detection modifications
No particular performances issue on a 1050 Ti.
Last edit: 5 years 6 months ago by lowenz.
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  • thalixte
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5 years 6 months ago - 5 years 6 months ago #484 by thalixte Replied by thalixte on topic Depth buffer detection modifications
Even with RE4 ?
Last edit: 5 years 6 months ago by thalixte.
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  • lowenz
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5 years 6 months ago #485 by lowenz Replied by lowenz on topic Depth buffer detection modifications
I don't own the game so I cannot say about that!
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  • thalixte
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5 years 6 months ago #486 by thalixte Replied by thalixte on topic Depth buffer detection modifications

lowenz wrote: I don't own the game so I cannot say about that!


Coud you send to me a screenshot of Halo CE in wireframe mode, when the pb occurs ? In the settings tab, you can bind a keyboard combo for this purpose. Mine is "ctrl+w". You must enable the displayDepth shader for this to work properly...
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #487 by lowenz Replied by lowenz on topic Depth buffer detection modifications
Halo CE output image (when CDBBC+Fix are enabled) is literally "pulsing" @ the radar pulse rate :D
Here's a video:

www103.zippyshare.com/v/x2x5l1Kr/file.html

It seems that the missile launcher mesh is only an "ethereal projection" :| There's no trace in wireframe mode (you can actually see the "real" missile launcher mesh, up&left on the cliff).

[img
Last edit: 5 years 6 months ago by lowenz.
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  • thalixte
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5 years 6 months ago #488 by thalixte Replied by thalixte on topic Depth buffer detection modifications
Hmmm. Might be a specific render target for this one...Does the depth buffer flickers according to pulsations ?
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #489 by lowenz Replied by lowenz on topic Depth buffer detection modifications

thalixte wrote: Hmmm. Might be a specific render target for this one...Does the depth buffer flickers according to pulsations ?

In the depthdisplay mode? No, that's perfectly stable!

[img


The wireframe mode is timed? 'cause the wireframe mode automatically returns to classic displaydepth......
Last edit: 5 years 6 months ago by lowenz.
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5 years 6 months ago #490 by thalixte Replied by thalixte on topic Depth buffer detection modifications

lowenz wrote:

thalixte wrote: Hmmm. Might be a specific render target for this one...Does the depth buffer flickers according to pulsations ?

In the depthdisplay mode? No, that's perfectly stable!

[img


The wireframe mode is timed? 'cause the wireframe mode automatically returns to classic displaydepth......


No, it was not timed before i rewrote the code. I guess there is a little part i removed for this feature that must lead to this behaviour (was not my priority). Will fix it as soon as i can...
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #491 by lowenz Replied by lowenz on topic Depth buffer detection modifications
Halo CE (1.0.10) shows the same behaviour WITHOUT OpenSauce ;) (I normally use OpenSauce 4.0 in Halo CE)

It's something messing up the HUD textures @the final stage of rastering process....
Last edit: 5 years 6 months ago by lowenz.
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  • thalixte
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5 years 6 months ago #492 by thalixte Replied by thalixte on topic Depth buffer detection modifications

lowenz wrote: Halo CE (1.0.10) shows the same behaviour WITHOUT OpenSauce ;) (I normally use OpenSauce 4.0 in Halo CE)

It's something messing up the HUD textures @the final stage of rastering process....

Ah. Good to know... Just a little question: do you test Halo CE offline or online ? Because online, i disable the wireframe mode...
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  • lowenz
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5 years 6 months ago #493 by lowenz Replied by lowenz on topic Depth buffer detection modifications
LAN slayer match. Simple as that.
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #494 by lowenz Replied by lowenz on topic Depth buffer detection modifications

thalixte wrote: No, it was not timed before i rewrote the code. I guess there is a little part i removed for this feature that must lead to this behaviour (was not my priority). Will fix it as soon as i can...

Well, in other games the WF mode keeps up, so it's a specific problem of Halo CE, maybe having the same root of the HUD mess.

About the performance, here's the 50% performance hit you've wanted to see :p

46 FPS (ALL disabled)
[img



23 FPS (CDBBC+Fix and an artifact of the DB retrieving)

[img
Last edit: 5 years 6 months ago by lowenz.
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  • thalixte
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5 years 6 months ago #495 by thalixte Replied by thalixte on topic Depth buffer detection modifications
So, you too have a perf impact with this technique. I wonder how i can alleviate this pb...
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  • lowenz
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5 years 6 months ago - 5 years 6 months ago #496 by lowenz Replied by lowenz on topic Depth buffer detection modifications

thalixte wrote: So, you too have a perf impact with this technique. I wonder how i can alleviate this pb...

First the compatibility and the correctness of the final image.....IMHO let the performance apart for now.
We know this process is taxing, nobody can rage about ;)
Last edit: 5 years 6 months ago by lowenz.
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  • lowenz
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5 years 5 months ago - 5 years 5 months ago #497 by lowenz Replied by lowenz on topic Depth buffer detection modifications

thalixte wrote: Here are two new dlls. I rewrote the code (cleaner now), and started from the last release versin of Reshade. So, in Far Cry, the DB should work when ALL disabled.

There's a strange behaviour:

Yours
[img


Crosire 3.4.1
[img
Last edit: 5 years 5 months ago by lowenz.
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  • thalixte
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5 years 5 months ago - 5 years 5 months ago #498 by thalixte Replied by thalixte on topic Depth buffer detection modifications
Yes, i found a conflict with a new depthstencil surface i introduced, and that integrates the _depth_source_table even if i do not want it. So i need to refactor some piece of codes to alleviate it (bit i have not time for it at the moment).
Last edit: 5 years 5 months ago by thalixte.
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  • lowenz
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5 years 5 months ago #499 by lowenz Replied by lowenz on topic Depth buffer detection modifications
Max Payne 1 (wrapped to D3D9 thanks to Crosire wrapper)

[img
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  • thalixte
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5 years 5 months ago - 5 years 5 months ago #500 by thalixte Replied by thalixte on topic Depth buffer detection modifications

lowenz wrote: Max Payne 1 (wrapped to D3D9 thanks to Crosire wrapper)


Thks !

I suspect the conflict mentioned previously to happen when you switch from CDBBC to normal mode in Far Cry. I have the same kind of behaviour in Outlast. Could you confirm this ?
Last edit: 5 years 5 months ago by thalixte.
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