Depth buffer detection modifications
- conan2k
lowenz wrote:
Did you disable "Dynamic Ambient Occlusion" setting?conan2k wrote: 4) Splinter Cell: Conviction
No matter what settings are selected, the retrieved depth map is always empty (black). I've double-checked that AA is disabled everywhere. Could it be that something else is blocking the depth buffer access in this game?
Yes, "Dynamic Ambient Occlusion" is disabled. I've actually tried turning on/off different in-game settings but no matter what you do and how you change "Before clearing" settings in the ReShade, the depth map is always black.
I've even started to think that the ReShade is mistakenly blocking the depth buffer access in this game. So, just to be on a safe side, I've blocked the game in the Firewall (it's not an online game but who knows?). It didn't help though...
- thalixte
- Topic Author
d3d9_32bits.zip
d3d9_64bits.zip
- Uncle Crassius
- lowenz
HL2 has the same problem of Dark Messiah and Sin Emergence: in the same scene the depth buffer sometimes is correctly retrieved and sometimes it blanks out (total white or black), depending on the camera relative camera angle/position.thalixte wrote: Hi ! Here are two new dlls. Could you test if it fix the source engine games, as well as L4D2 and HL2 ? Could you please also restes The Witcher 1 and others... By advance, thks a lot
d3d9_32bits.zip
d3d9_64bits.zip
DB Retrieval parameters: fourth+6 OR third+6 (depending on the camera angle/position)
- lowenz
- lowenz
Halo 2 is the kind of game that really needs MXAO (there's no pre-baked AO).
- conan2k
thalixte wrote: Hi ! Here are two new dlls. Could you test if it fix the source engine games, as well as L4D2 and HL2 ? Could you please also restes The Witcher 1 and others... By advance, thks a lot
d3d9_32bits.zip
d3d9_64bits.zip
1) Left 4 Dead 2
No improvement here. "Before clearing" settings, which have been working fine before ("DepthBufferClearingNumber = None" and "DepthBufferClearingFlagNumber = 2"), are now giving this result (it's the same as in the previous build):
2) The Witcher: Enhanced Edition
"DepthBufferClearingNumber = None" and "DepthBufferClearingFlagNumber = 2" settings are working fine. But, when you try to change Depth Buffer Retrieval settings to anything else (even to "Post-processing"), the game rendering is broken (missing shadows, depth buffer access is lost completely) to the extent that the game restart is required in order to fix it (i.e. Reload doesn't help). So, it's worse than before.
3) Fallout 3 GotY
"DepthBufferClearingNumber = None" and "DepthBufferClearingFlagNumber = 2" settings are working fine. No change/issues have been noticed in this game.
- robgrab
I switched back to the previous version and it doesn't have this problem. For that version I use:
Before Clearing
Ninth
None
and everything works perfectly except for the same few areas that don't work at all, which I already detailed in an earlier post.
- Chavolatra
sfx.thelazy.net/games/preset/9181/
- shadow85
Reshade 3.06 and 3.07 will crash on launch with 'untrusted file' error. And 3.08 will launch the game but crash at loading screen if SLi is enabled.
Can anyone help fix this issue please?
- thalixte
- Topic Author
Here are two dlls you can test. I have not tested it personnally (lack of times), but your feedbacks will help me
d3d9_32bits.zip
d3d9_64bits.zip
- thalixte
- Topic Author
- conan2k
thalixte wrote: Sorry if it still remains some issues in source engine games and RE4HD. I do not have much time to work on it nowadays, and it is difficult for me to reproduce those issues, because i test games at the beginning.
Here are two dlls you can test. I have not tested it personnally (lack of times), but your feedbacks will help me
d3d9_32bits.zip
d3d9_64bits.zip
No problem You develop and we test -- that's a fair distribution of work as for me
Regarding these new DLLs, I see no changes vs. the previous build. I.e. there are still the same issues in Left 4 Dead 2 and The Witcher.
- jminternelia
lowenz wrote:
No results (in DXHR DC)thalixte wrote:
lowenz wrote:
Only "first" and "second" are working.thalixte wrote: Hmmm.... I have to get the game to check. Have you tested another retrieval mode ?
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 ?
Did you figure this out? I'm salivating over DoF potential in DXHR.
- thalixte
- Topic Author
As soon as i can, i send to you my conf.
- thalixte
- Topic Author
conan2k wrote:
thalixte wrote: Sorry if it still remains some issues in source engine games and RE4HD. I do not have much time to work on it nowadays, and it is difficult for me to reproduce those issues, because i test games at the beginning.
Here are two dlls you can test. I have not tested it personnally (lack of times), but your feedbacks will help me
d3d9_32bits.zip
d3d9_64bits.zip
No problem You develop and we test -- that's a fair distribution of work as for me
Regarding these new DLLs, I see no changes vs. the previous build. I.e. there are still the same issues in Left 4 Dead 2 and The Witcher.
Again, big thk U. There's nothing more frustrating than facing a behaviour i do not understand... is it possible for you to send me a save in L4D2 ?
- jminternelia
thalixte wrote: DXHR works on my rig. But i have to disable anti-aliasing in the game settings...
As soon as i can, i send to you my conf.
That would be fantastic. I did get some progress at getting dof to work, but def send me that config info, as with how I have it now, it does like Arkham Knight and periodically the depth buffer is blank and the effect vanishes.
imgur.com/RaG8slj
imgur.com/SJfTCFZ
imgur.com/FOlMx2o
imgur.com/ck10IC3
Thalixte this is absolutely amazing work. This should absolutely be merged into the main branch (my opinion only). The only other game I really wish this would work for is Ghostbusters, but the game flat out crashes on startup. It's an old dx8 game and something something engine .cpp. Anyway, again, thanks so much for this. Fantastic stuff!
- robgrab
thalixte wrote: Sorry if it still remains some issues in source engine games and RE4HD. I do not have much time to work on it nowadays, and it is difficult for me to reproduce those issues, because i test games at the beginning.
I can either send you my RE4 save game files or make a video of the problem showing you what happens. For now I'll be sticking with an older version that doesn't have that issue. I wanted to say thanks again for all your hard work. I will donate some money to you soon for all your hard work.
- conan2k
thalixte wrote: Again, big thk U. There's nothing more frustrating than facing a behaviour i do not understand... is it possible for you to send me a save in L4D2 ?
There is no need in a save in L4D2. Just select "Single Player" and you'll be able to choose from different campaigns and levels. L4D2 screenshots I'm attaching are from the very beginning of "Dead Center" campaign (1st level).
But, in general, I can of course send you logs, crash logs, saves, etc. from other games if will be needed. I.e. any help you might need, just name it
On the other note, I've tried to compare depth maps retrieved by the old build 64 (the one that seemed to work fine) and the new build 85. And, now I see that the depth map retrieved by the build 64 doesn't look as 100% correct (but it was "stable" and allowed to apply MXAO and DOF). The given behavior is consistent across different levels and campaigns.
Hope these screenshots will help to figure out what's going on in the game:
- Original scene ("Dead Center" campaign, 1st level)
- Depth map retrieved by the build 64 (Flashlight is OFF)
- Depth map retrieved by the build 64 (Flashlight is ON)
- Depth map retrieved by the build 85 (Flashlight is OFF)
Yes, it looks the same as the depth map retrieved by the build 64 when the Flashlight is ON...
- Depth map retrieved by the build 85 (Flashlight is ON)
- lowenz
Can we have the lastest D3D11/DXGI implementations (32/64) to test?thalixte wrote: DXHR works on my rig. But i have to disable anti-aliasing in the game settings...
As soon as i can, i send to you my conf.