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Depth buffer detection modifications
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4 years 3 months ago #21 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
Hmmm.... I have to get the game to check. Have you tested another retrieval mode ?
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4 years 3 months ago - 4 years 3 months ago #22 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
I don't know if Bioshock 2 remastered is a d3d11 game.
Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago #23 by lowenz
Some levels work with second, some with first (Sarif building), some.....mixed (LOL).
Replied by lowenz on topic Depth buffer detection modifications
Hmmm.... I have to get the game to check. Have you tested another retrieval mode ?Only "first" and "second" are working.
Some levels work with second, some with first (Sarif building), some.....mixed (LOL).
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4 years 3 months ago #24 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
Can't wait to try this with Bioshock 2 Remastered.Unreal Engine games seem to destroy every information about the depth, player's arm+weapon apart.....
UPDATE: Didn't work.
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4 years 3 months ago #25 by thalixte
Ok, but what if you use the "at_output_merger_state" mode ?
Replied by thalixte on topic Depth buffer detection modifications
Hmmm.... I have to get the game to check. Have you tested another retrieval mode ?Only "first" and "second" are working.
Some levels work with second, some with first (Sarif building), some.....mixed (LOL).
Ok, but what if you use the "at_output_merger_state" mode ?
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4 years 3 months ago - 4 years 3 months ago #26 by thalixte
Many game engines destroy the depth buffer before the final rendering, that's why i try to retrieve it before. If it exists, i should see it. But when i make some researches in the web, it seems that this game is still a d3d9c or a directx10 game.
The modifications i made to the reshade code only take place in the d3d11portion of the library. So, it will not affect opengl, d3d9 or d3d10 games.
Maybe port that changes to d3d10 will not be too hard to do, but i haven't got much time to do it.
Replied by thalixte on topic Depth buffer detection modifications
Can't wait to try this with Bioshock 2 Remastered.Unreal Engine games seem to destroy every information about the depth, player's arm+weapon apart.....
UPDATE: Didn't work.
Many game engines destroy the depth buffer before the final rendering, that's why i try to retrieve it before. If it exists, i should see it. But when i make some researches in the web, it seems that this game is still a d3d9c or a directx10 game.
The modifications i made to the reshade code only take place in the d3d11portion of the library. So, it will not affect opengl, d3d9 or d3d10 games.
Maybe port that changes to d3d10 will not be too hard to do, but i haven't got much time to do it.
Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago - 4 years 3 months ago #27 by Uncle Crassius
Replied by Uncle Crassius on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Last edit: 4 years 3 months ago by Uncle Crassius.
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4 years 3 months ago - 4 years 3 months ago #28 by thalixte
Have you tried this game with the dll i brought to you yesterday ?
Replied by thalixte on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Have you tried this game with the dll i brought to you yesterday ?
Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago - 4 years 3 months ago #29 by Uncle Crassius
Nope, that's what I meant with "regular 3.1.1". Should've put an "OT" before or something, sorry.
Replied by Uncle Crassius on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Have you tried this game with the dll i brought to you yesterday ?
Nope, that's what I meant with "regular 3.1.1". Should've put an "OT" before or something, sorry.
Last edit: 4 years 3 months ago by Uncle Crassius.
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4 years 3 months ago - 4 years 3 months ago #30 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
Yes, probably the DX10 porting can give good results!
Why is it impossible to do with d3d9?
Why is it impossible to do with d3d9?
Last edit: 4 years 3 months ago by lowenz.
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4 years 3 months ago - 4 years 3 months ago #31 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
No results (in DXHR DC)Hmmm.... I have to get the game to check. Have you tested another retrieval mode ?Only "first" and "second" are working.
Some levels work with second, some with first (Sarif building), some.....mixed (LOL).
Ok, but what if you use the "at_output_merger_state" mode ?
Last edit: 4 years 3 months ago by lowenz.
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4 years 3 months ago #32 by thalixte
Not impossible to do, just more difficult...
Replied by thalixte on topic Depth buffer detection modifications
Yes, probably the DX10 porting can give good results!
Why is it impossible to do with d3d9?
Not impossible to do, just more difficult...
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4 years 3 months ago #33 by thalixte
So, it means the dll i brought to you does not have depth buffer access, even in "post process" mode, which corresponds to the current 3.1.1 detection mode ?
Replied by thalixte on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Have you tried this game with the dll i brought to you yesterday ?
Nope, that's what I meant with "regular 3.1.1". Should've put an "OT" before or something, sorry.
So, it means the dll i brought to you does not have depth buffer access, even in "post process" mode, which corresponds to the current 3.1.1 detection mode ?
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4 years 3 months ago #34 by Uncle Crassius
Just tried it out. Had to rename the 32-bit one to dxgi.dll in order to make it work. The other one wouldn't load. With setting set to "before depth buffer clearing" I got depth buffer access even without AA applied. Looks like it does the trick.
Replied by Uncle Crassius on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Have you tried this game with the dll i brought to you yesterday ?
Just tried it out. Had to rename the 32-bit one to dxgi.dll in order to make it work. The other one wouldn't load. With setting set to "before depth buffer clearing" I got depth buffer access even without AA applied. Looks like it does the trick.
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4 years 3 months ago - 4 years 3 months ago #35 by thalixte
Good to know
Yes, i'm sorry, didn't brought to you the reshade install exe to ease the process. It is necessary to rename the 32bits dll to make it work.
Replied by thalixte on topic Depth buffer detection modifications
Just noticed that the regular 3.1.1 has depth buffer access in Tomb Raider (2013), probably one game that benefits from the recent changes. Apparently only with AA turned on, strangely.
Have you tried this game with the dll i brought to you yesterday ?
Just tried it out. Had to rename the 32-bit one to dxgi.dll in order to make it work. The other one wouldn't load. With setting set to "before depth buffer clearing" I got depth buffer access even without AA applied. Looks like it does the trick.
Good to know

Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago - 4 years 3 months ago #36 by robgrab
The original Bioshock games used DX9 with an optional DX10 mode which gave a few more water effects but killed performance. Both of those used the Unreal 2.5 engine. Bioshock Infinite and the Remasters are DX11 using the Unreal 3 engine. I assume Bioshock 2 Remastered uses DX11 because it's using dxgi.dll. Man, I was really looking forward to adding DoF and AO to the Bioshock Remastered games. You used to be able to force AO by changing the flag in NVIDIA Inspector but I've never been able to get DoF. The search continues.
Replied by robgrab on topic Depth buffer detection modifications
Can't wait to try this with Bioshock 2 Remastered.Unreal Engine games seem to destroy every information about the depth, player's arm+weapon apart.....
UPDATE: Didn't work.
Many game engines destroy the depth buffer before the final rendering, that's why i try to retrieve it before. If it exists, i should see it. But when i make some researches in the web, it seems that this game is still a d3d9c or a directx10 game.
The modifications i made to the reshade code only take place in the d3d11portion of the library. So, it will not affect opengl, d3d9 or d3d10 games.
Maybe port that changes to d3d10 will not be too hard to do, but i haven't got much time to do it.
The original Bioshock games used DX9 with an optional DX10 mode which gave a few more water effects but killed performance. Both of those used the Unreal 2.5 engine. Bioshock Infinite and the Remasters are DX11 using the Unreal 3 engine. I assume Bioshock 2 Remastered uses DX11 because it's using dxgi.dll. Man, I was really looking forward to adding DoF and AO to the Bioshock Remastered games. You used to be able to force AO by changing the flag in NVIDIA Inspector but I've never been able to get DoF. The search continues.
Last edit: 4 years 3 months ago by robgrab.
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4 years 3 months ago - 4 years 3 months ago #37 by thalixte
Not sure dxgi.dll means that the game engine uses d3d11. It looks like a proxy dll which can work with d3d10 games. What do you see in the logs ?
Replied by thalixte on topic Depth buffer detection modifications
Can't wait to try this with Bioshock 2 Remastered.Unreal Engine games seem to destroy every information about the depth, player's arm+weapon apart.....
UPDATE: Didn't work.
Many game engines destroy the depth buffer before the final rendering, that's why i try to retrieve it before. If it exists, i should see it. But when i make some researches in the web, it seems that this game is still a d3d9c or a directx10 game.
The modifications i made to the reshade code only take place in the d3d11portion of the library. So, it will not affect opengl, d3d9 or d3d10 games.
Maybe port that changes to d3d10 will not be too hard to do, but i haven't got much time to do it.
The original Bioshock games used DX9 with an optional DX10 mode which gave a few more water effects but killed performance. Both of those used the Unreal 2.5 engine. Bioshock Infinite and the Remasters are DX11 using the Unreal 3 engine. I assume Bioshock 2 Remastered uses DX11 because it's using dxgi.dll. Man, I was really looking forward to adding DoF and AO to the Bioshock Remastered games. You used to be able to force AO by changing the flag in NVIDIA Inspector but I've never been able to get DoF. The search continues.
Not sure dxgi.dll means that the game engine uses d3d11. It looks like a proxy dll which can work with d3d10 games. What do you see in the logs ?
Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago #38 by robgrab
Replied by robgrab on topic Depth buffer detection modifications
I'll check when I get home.
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4 years 3 months ago - 4 years 3 months ago #39 by thalixte
Not necessary, Bioshock 2 remastered uses dxd11, you are right.
Unfortunately, it uses a special texture format for the depth buffer. I can retrieve it :
The problem is, this texture alternates with blank ones, and i do not see the difference in the texture descriptions between the good one and the blank one.
Will further investigate when i have some times...
Replied by thalixte on topic Depth buffer detection modifications
I'll check when I get home.
Not necessary, Bioshock 2 remastered uses dxd11, you are right.
Unfortunately, it uses a special texture format for the depth buffer. I can retrieve it :

The problem is, this texture alternates with blank ones, and i do not see the difference in the texture descriptions between the good one and the blank one.
Will further investigate when i have some times...
Last edit: 4 years 3 months ago by thalixte.
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4 years 3 months ago - 4 years 3 months ago #40 by robgrab
Replied by robgrab on topic Depth buffer detection modifications
Wow, thanks! Besides the Bioshock games I’d love to see Resident Evil 4 get depth buffer access. You used to be able to fake it using GeDoSaTo but it was very hit and miss.
COMPARISON
This might not affect it but I know that sometimes the HUD can also cause interference. For Bioshock 2 Remastered the HUD can be disabled by selecting the game in Steam by selecting Properties and under Set Launch Options type -allowconsole
The console command in game is togglehud
I know that sometimes HUDs can interfere with the depth buffer. For instance in System Shock 2 whenever you draw your weapon it screws it up. Here is what I mean.
COMPARISON
The problem is, this texture alternates with blank ones, and i do not see the difference in the texture descriptions between the good one and the blank one.Not understanding how this works would it be possible to skip that "blank" frame and replace it with a duplicate of the good frame? Like frame interpolation.
Will further investigate when i have some times...
This might not affect it but I know that sometimes the HUD can also cause interference. For Bioshock 2 Remastered the HUD can be disabled by selecting the game in Steam by selecting Properties and under Set Launch Options type -allowconsole
The console command in game is togglehud
I know that sometimes HUDs can interfere with the depth buffer. For instance in System Shock 2 whenever you draw your weapon it screws it up. Here is what I mean.
Warning: Spoiler!
Last edit: 4 years 3 months ago by robgrab.
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