Depth buffer detection modifications
- Androll
- thalixte
- Topic Author
Androll wrote: No bugs and perfect depth in Dishonored with newest dlls, AWESOME
Great ! Glad to hear it !
- Androll
- robgrab
I also tried updating the dxgi.dll for Bioshock 1 and 2 Remastered and those are fine. The only difference is RE4 says it Reshade 3.1.2. whereas Bioshock 1 and 2 says it's using Reshade 3.1.1. They were both installed the same way.
- Uncle Crassius
thalixte wrote:
Uncle Crassius wrote: Used the new d3d9.dll for Outlast. Depth Buffer shows, but causes heavy flickering and graphical artifacts and shows only some of the models with major assets missing. Since it's Unreal Engine I'd wager it will work if it works for Dishonored.
I know there should be bugs. I don't have much time to track them for the moment, sorry. But thks for your infos, since i can't test on all d3d9 games.
Could you try those new ones ?
d3d9:
d3d9_32bits.zip
d3d9_64bits.zip
d3d11:
dxgi_32bits.zip
dxgi_64bits.zip
Important edit:
With the 32 bits one, i can now make the depth buffer works as intended in Mass Effect 2 !
Great news on Mass Effect 2 and Dishonored. No luck with outlast, though. With the d3d9 download the game would crash on startup, the dxgi one renamend hooks correctly but yields no depth buffer at all.
- thalixte
- Topic Author
robgrab wrote: I just tried the new d3d9.dll with RE4 again but Depth Buffer Detection settings no longer appear in the main "Settings" menu. It's odd because the [DEPTH_BUFFER_DETECTION] parameters show up in the d3d9.ini file.
I also tried updating the dxgi.dll for Bioshock 1 and 2 Remastered and those are fine. The only difference is RE4 says it Reshade 3.1.2. whereas Bioshock 1 and 2 says it's using Reshade 3.1.1. They were both installed the same way.
This is normal. I removed the "number" setings and "texture format" in the depth buffer detection settings for d3d9, as they do not make sense in this build.
Will try to get RE4 to see if the buffer detection number has an influence on it...
- thalixte
- Topic Author
Uncle Crassius wrote:
thalixte wrote:
Uncle Crassius wrote: Used the new d3d9.dll for Outlast. Depth Buffer shows, but causes heavy flickering and graphical artifacts and shows only some of the models with major assets missing. Since it's Unreal Engine I'd wager it will work if it works for Dishonored.
I know there should be bugs. I don't have much time to track them for the moment, sorry. But thks for your infos, since i can't test on all d3d9 games.
Could you try those new ones ?
d3d9:
d3d9_32bits.zip
d3d9_64bits.zip
d3d11:
dxgi_32bits.zip
dxgi_64bits.zip
Important edit:
With the 32 bits one, i can now make the depth buffer works as intended in Mass Effect 2 !
Great news on Mass Effect 2 and Dishonored. No luck with outlast, though. With the d3d9 download the game would crash on startup, the dxgi one renamend hooks correctly but yields no depth buffer at all.
Will try Outlast later. Stay tuned
- lowenz
- lowenz
- lowenz
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2018-03-26T15:58:51:983 [06608] | INFO | | Parameter | Value |
2018-03-26T15:58:51:983 [06608] | INFO | +
+
+
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferWidth | 1920 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferHeight | 1080 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferFormat | 21 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferCount | 2 |
2018-03-26T15:58:51:983 [06608] | INFO | | MultiSampleType | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | MultiSampleQuality | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | SwapEffect | 1 |
2018-03-26T15:58:51:983 [06608] | INFO | | DeviceWindow | 001F0424 |
2018-03-26T15:58:51:983 [06608] | INFO | | Windowed | FALSE |
2018-03-26T15:58:51:983 [06608] | INFO | | EnableAutoDepthStencil | FALSE |
2018-03-26T15:58:51:983 [06608] | INFO | | AutoDepthStencilFormat | 75 |
2018-03-26T15:58:51:983 [06608] | INFO | | Flags | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | FullScreen_RefreshRateInHz | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | PresentationInterval | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | +
+
+
2018-03-26T15:58:51:983 [06608] | ERROR | > 'IDirect3DDevice9::Reset' failed with error code 0x8876086c!
- thalixte
- Topic Author
lowenz wrote: Timeshift log last part:
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2018-03-26T15:58:51:983 [06608] | INFO | | Parameter | Value |
2018-03-26T15:58:51:983 [06608] | INFO | +
+
+
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferWidth | 1920 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferHeight | 1080 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferFormat | 21 |
2018-03-26T15:58:51:983 [06608] | INFO | | BackBufferCount | 2 |
2018-03-26T15:58:51:983 [06608] | INFO | | MultiSampleType | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | MultiSampleQuality | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | SwapEffect | 1 |
2018-03-26T15:58:51:983 [06608] | INFO | | DeviceWindow | 001F0424 |
2018-03-26T15:58:51:983 [06608] | INFO | | Windowed | FALSE |
2018-03-26T15:58:51:983 [06608] | INFO | | EnableAutoDepthStencil | FALSE |
2018-03-26T15:58:51:983 [06608] | INFO | | AutoDepthStencilFormat | 75 |
2018-03-26T15:58:51:983 [06608] | INFO | | Flags | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | FullScreen_RefreshRateInHz | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | | PresentationInterval | 0 |
2018-03-26T15:58:51:983 [06608] | INFO | +
+
+
2018-03-26T15:58:51:983 [06608] | ERROR | > 'IDirect3DDevice9::Reset' failed with error code 0x8876086c!
Big thks for this feedback ! Now, this should work whith those files: Tested on Outlast and Mass Effect 2
- lowenz
- Uncle Crassius
thalixte wrote: Tested on Outlast and Mass Effect 2
This community keeps on giving. Thanks a lot.
Edit: Working fine so far. Only issue I encountered is a complilation error after I set IL to 0 again (now that I think of it, maybe I had capslock on, hmm).
Edit 2: One dxgi.dll you posted earlier works fine with Divinity: Original Sin Enhanced Edition. And since I don't think anyone mentioned it in this thread, the first Tomb Raider reboot works as well. Vanquish's depth buffer, on the other hand, stays white.
- robgrab
- thalixte
- Topic Author
lowenz wrote: No luck!
pastebin.com/fviNk2WV
If TimeShift uses the Unreal3 engine, it is strange that you still get this error, because in Outlast (Unreal3 engine), it is fixed for me. The problem is linked to the AddRef and Release of the depthstencil objects.
- thalixte
- Topic Author
Uncle Crassius wrote:
thalixte wrote: Tested on Outlast and Mass Effect 2
This community keeps on giving. Thanks a lot.
Edit: Working fine so far. Only issue I encountered is a complilation error after I set IL to 0 again (now that I think of it, maybe I had capslock on, hmm).
Edit 2: One dxgi.dll you posted earlier works fine with Divinity: Original Sin Enhanced Edition. And since I don't think anyone mentioned it in this thread, the first Tomb Raider reboot works as well. Vanquish's depth buffer, on the other hand, stays white.
Thks I know for Vanquish (tested it myself). What is annoying with this game, is that i cannot see any depth buffer at all. Maybe is uses a special linearization method.
- thalixte
- Topic Author
robgrab wrote: RE4 still doesn't work. It just flickers.
Sorry to hear it I must retrieve RE4 if i want to know what's wrong with it...
- lowenz
But the "classic" reshade 3.1.2 works well (DB retrieving too) in Timeshift
Sin Emergence and Dark Messiah are Source (2006) based.
So your variant is strictly UE3-only?
- thalixte
- Topic Author
lowenz wrote: Timeshift is not an UE3 game.
But the "classic" reshade 3.1.2 works well (DB retrieving too) in Timeshift
Sin Emergence and Dark Messiah are Source (2006) based.
So your variant is strictly UE3-only?
No, it should be more generic than just for UE3 games, as it fixes an issue in the device reset stage...
- robgrab
thalixte wrote:
robgrab wrote: RE4 still doesn't work. It just flickers.
Sorry to hear it I must retrieve RE4 if i want to know what's wrong with it...
I have a Steam Code for RE4 that I can give you so you can test it.