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Depth buffer detection modifications
- jminternelia
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4 years 1 month ago #321 by jminternelia
For me, it is \Steam\userdata\<user-id>\238010
Replied by jminternelia on topic Depth buffer detection modifications
Here's the path to the save game folder:
<Steam-folder>\userdata\<user-id>\254700\remote\
For me, it is \Steam\userdata\<user-id>\238010
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- robgrab
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4 years 1 month ago - 4 years 1 month ago #322 by robgrab
Replied by robgrab on topic Depth buffer detection modifications
Hmm... I was going on information provided by the PCGAMINGWIKI site. I hope I uploaded the right save file. 
Thalixte, please let me know if that’s the proper save file.
It depends on what you're trying to do. There are plenty of ways to increase the Field of View (FOV) in games although it varies from game to game. Some games simply require you to edit a .ini file. Cheat Engine is a very powerful tool that allows for all sorts of things within games. I only used it here because apparently that's the only way to increase the FOV for this game because I'm also using Flawless Widescreen to scale the image to fit my 21:9 (3440x1440) aspect ratio monitor. If you're simply referring to playing it in a 21:9 aspect ratio then I suppose you could add letterbox black bars but you'd probably still need to use Cheat Engine. Otherwise it'll crop off the lower half of Leon's body.

Thalixte, please let me know if that’s the proper save file.
"Cheat Engine to give a wider FOV"
Can this be done with many games?
It depends on what you're trying to do. There are plenty of ways to increase the Field of View (FOV) in games although it varies from game to game. Some games simply require you to edit a .ini file. Cheat Engine is a very powerful tool that allows for all sorts of things within games. I only used it here because apparently that's the only way to increase the FOV for this game because I'm also using Flawless Widescreen to scale the image to fit my 21:9 (3440x1440) aspect ratio monitor. If you're simply referring to playing it in a 21:9 aspect ratio then I suppose you could add letterbox black bars but you'd probably still need to use Cheat Engine. Otherwise it'll crop off the lower half of Leon's body.
Last edit: 4 years 1 month ago by robgrab.
The following user(s) said Thank You: Aelius Maximus
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- thalixte
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4 years 1 month ago #323 by thalixte
No, problem, i will. Stay tuned
Be aware that i am very busy those days, so it will take some times, but i wil work on it as soon as i can.
Replied by thalixte on topic Depth buffer detection modifications
Hmm... I was going on information provided by the PCGAMINGWIKI site. I hope I uploaded the right save file.
Thalixte, please let me know if that’s the proper save file.
No, problem, i will. Stay tuned

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- robgrab
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4 years 1 month ago #324 by robgrab
No rush. You've already done more than enough. Other than those few remaining areas with no depth buffer it works flawlessly for me. My dream was to some day play RE4 and the Bioshock games with AO and DoF, which you have so graciously provided, so even if you stopped development now I'd be happy with where it's at. I will donate to you later tonight because to me that's certainly worth my money.
BTW, I'll double check whether or not that is the correct RE4 game save tonight.
Replied by robgrab on topic Depth buffer detection modifications
No, problem, i will. Stay tunedBe aware that i am very busy those days, so it will take some times, but i wil work on it as soon as i can.
No rush. You've already done more than enough. Other than those few remaining areas with no depth buffer it works flawlessly for me. My dream was to some day play RE4 and the Bioshock games with AO and DoF, which you have so graciously provided, so even if you stopped development now I'd be happy with where it's at. I will donate to you later tonight because to me that's certainly worth my money.
BTW, I'll double check whether or not that is the correct RE4 game save tonight.

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- thalixte
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4 years 1 month ago - 4 years 1 month ago #325 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
@OtisInf => I reproduced your issue. It happens when I switch adaptative supersampling to off. So, for the depth buffer to work properly in TitanFall 2, you need to enable adaptative supersampling. When i have some time, will investigate the reason why it does not work with adaptative supersampling disables.

Last edit: 4 years 1 month ago by thalixte.
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- thalixte
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4 years 1 month ago - 4 years 1 month ago #326 by thalixte
Thks to be my advocate
But the bug was my fault. In fact, when i released the build 85, i've realized i made a mistake: in this build, I introduced a resetting of some depthstencil instances, as well as the depth_source_table, that keeps track of the number of drawcalls and the number of vertices.
This resetting occurs when the depth buffer settings are changed, or when the frame does not use the clearing buffer method (for instance, when it switches into cinematics, a fix for Vanquish).
In this buid, I resetted the depth_source_table, but not the references of the objects inside it, so when the device was resetted, Reshade entered an infinite loop because all directx9 object references were not released. In dx9, you have to be extra carefull about references count
Moreover, the resetting code was not in the right place.
I corrected it in the next release, but to my surprise, you indicated me that the non fixed release worked better than the fixed one for source engine games.
That's why i try to reproduce it...
Replied by thalixte on topic Depth buffer detection modifications
PS: thalixte, sorry for being your advocate
Thks to be my advocate

This resetting occurs when the depth buffer settings are changed, or when the frame does not use the clearing buffer method (for instance, when it switches into cinematics, a fix for Vanquish).
In this buid, I resetted the depth_source_table, but not the references of the objects inside it, so when the device was resetted, Reshade entered an infinite loop because all directx9 object references were not released. In dx9, you have to be extra carefull about references count

Moreover, the resetting code was not in the right place.
I corrected it in the next release, but to my surprise, you indicated me that the non fixed release worked better than the fixed one for source engine games.
That's why i try to reproduce it...
Last edit: 4 years 1 month ago by thalixte.
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4 years 1 month ago #327 by thalixte
Could it be possible for you to test DXHR without the shadows (in the settings, disable the shadows).
I found that, in DXHRML, the depth buffer works perfectly if i disable the shadows. I guess it has something to do with deferred shadow mapping...
Replied by thalixte on topic Depth buffer detection modifications
Is it possible for you to send me a save ? By advance, thks...
Absolutely.
drive.google.com/file/d/1vJGUKGYhpbP1PK9...9mB/view?usp=sharing
Could it be possible for you to test DXHR without the shadows (in the settings, disable the shadows).
I found that, in DXHRML, the depth buffer works perfectly if i disable the shadows. I guess it has something to do with deferred shadow mapping...
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4 years 1 month ago #328 by robgrab
I don't have a folder with that name so it can't be that. Here's where I got my info:
pcgamingwiki.com/wiki/Resident_Evil_4_Ul...e_game_data_location
Replied by robgrab on topic Depth buffer detection modifications
Here's the path to the save game folder:
<Steam-folder>\userdata\<user-id>\254700\remote\
For me, it is \Steam\userdata\<user-id>\238010
I don't have a folder with that name so it can't be that. Here's where I got my info:
pcgamingwiki.com/wiki/Resident_Evil_4_Ul...e_game_data_location
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- jminternelia
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4 years 1 month ago #329 by jminternelia
Replied by jminternelia on topic Depth buffer detection modifications
I will tomorrow.
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4 years 1 month ago #330 by jminternelia
Derp. In was referring to Deus Ex HUman Revolution's save location. Muh bad.
Replied by jminternelia on topic Depth buffer detection modifications
Here's the path to the save game folder:
<Steam-folder>\userdata\<user-id>\254700\remote\
For me, it is \Steam\userdata\<user-id>\238010
I don't have a folder with that name so it can't be that. Here's where I got my info:
pcgamingwiki.com/wiki/Resident_Evil_4_Ul...e_game_data_location
Derp. In was referring to Deus Ex HUman Revolution's save location. Muh bad.
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- jminternelia
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4 years 1 month ago #331 by jminternelia
DX9 or DX11?
Replied by jminternelia on topic Depth buffer detection modifications
Is it possible for you to send me a save ? By advance, thks...
Absolutely.
drive.google.com/file/d/1vJGUKGYhpbP1PK9...9mB/view?usp=sharing
Could it be possible for you to test DXHR without the shadows (in the settings, disable the shadows).
I found that, in DXHRML, the depth buffer works perfectly if i disable the shadows. I guess it has something to do with deferred shadow mapping...
DX9 or DX11?
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- thalixte
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4 years 1 month ago #332 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
DX11
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- lowenz
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4 years 1 month ago #333 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
You got it, man!
It's the culprit in DXHR(DC)!
About it: www.adriancourreges.com/blog/2015/03/10/...tion-graphics-study/
It's the culprit in DXHR(DC)!
About it: www.adriancourreges.com/blog/2015/03/10/...tion-graphics-study/
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- thalixte
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4 years 1 month ago #334 by thalixte
Cool
Now, it is a pity not to have the shadows when depth buffer is retrieved...
Replied by thalixte on topic Depth buffer detection modifications
You got it, man!
It's the culprit in DXHR(DC)!
About it: www.adriancourreges.com/blog/2015/03/10/...tion-graphics-study/
Cool


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- lowenz
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4 years 1 month ago - 4 years 1 month ago #335 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
No way to tackle the issue?
In some initial releases of your implementation of RS you can retrieve DB with the shadows enabled, but only partially (some parts with "Third", some others with "Fourth" depending on the scene/level.
In some initial releases of your implementation of RS you can retrieve DB with the shadows enabled, but only partially (some parts with "Third", some others with "Fourth" depending on the scene/level.
Last edit: 4 years 1 month ago by lowenz.
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4 years 1 month ago - 4 years 1 month ago #336 by thalixte
Hmmm. The dxd11 implementation has not changed since a long time. This could be the shadow map that were retrieved in the third or fourth clearing pass, but if it was the case, we should retrieve the depth map at the first or second pass...
Replied by thalixte on topic Depth buffer detection modifications
No way to tackle the issue?
In some initial releases of your implementation of RS you can retrieve DB with the shadows enabled, but only partially (some parts with "Third", some others with "Fourth" depending on the scene/level.
Hmmm. The dxd11 implementation has not changed since a long time. This could be the shadow map that were retrieved in the third or fourth clearing pass, but if it was the case, we should retrieve the depth map at the first or second pass...
Last edit: 4 years 1 month ago by thalixte.
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- OtisInf
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4 years 1 month ago #337 by OtisInf
I'd expect adaptive supersampling == on to cause no depth buffer to be present at all... Anyway, glad it's cleared up.
Replied by OtisInf on topic Depth buffer detection modifications
@OtisInf => I reproduced your issue. It happens when I switch adaptative supersampling to off. So, for the depth buffer to work properly in TitanFall 2, you need to enable adaptative supersampling. When i have some time, will investigate the reason why it does not work with adaptative supersampling disables.ah ok. Strange though

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4 years 1 month ago #338 by lowenz
The thing I remember clearly is that some levels/some parts of the same level got MXAO alternatively working.
Replied by lowenz on topic Depth buffer detection modifications
Maybe it was First/Second, and I remember wrong (probably).No way to tackle the issue?
In some initial releases of your implementation of RS you can retrieve DB with the shadows enabled, but only partially (some parts with "Third", some others with "Fourth" depending on the scene/level.
Hmmm. The dxd11 implementation has not changed since a long time. This could be the shadow map that were retrieved in the third or fourth clearing pass, but if it was the case, we should retrieve the depth map at the first or second pass...
The thing I remember clearly is that some levels/some parts of the same level got MXAO alternatively working.
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- thalixte
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4 years 1 month ago #339 by thalixte
Ok. On this levels, when you disable shadows, does it work flawlessly ?
Replied by thalixte on topic Depth buffer detection modifications
Maybe it was First/Second, and I remember wrong (probably).No way to tackle the issue?
In some initial releases of your implementation of RS you can retrieve DB with the shadows enabled, but only partially (some parts with "Third", some others with "Fourth" depending on the scene/level.
Hmmm. The dxd11 implementation has not changed since a long time. This could be the shadow map that were retrieved in the third or fourth clearing pass, but if it was the case, we should retrieve the depth map at the first or second pass...
The thing I remember clearly is that some levels/some parts of the same level got MXAO alternatively working.
Ok. On this levels, when you disable shadows, does it work flawlessly ?
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- thalixte
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4 years 1 month ago #340 by thalixte
Yes. I'd expect the same
Replied by thalixte on topic Depth buffer detection modifications
@OtisInf => I reproduced your issue. It happens when I switch adaptative supersampling to off. So, for the depth buffer to work properly in TitanFall 2, you need to enable adaptative supersampling. When i have some time, will investigate the reason why it does not work with adaptative supersampling disables.ah ok. Strange thoughI'd expect adaptive supersampling == on to cause no depth buffer to be present at all... Anyway, glad it's cleared up.
Yes. I'd expect the same

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