Depth buffer detection modifications
- lowenz
CDBBC: luma shifting
Fix: correct luma but this (the white mesh is the missile launcher)
- thalixte
- Topic Author
lowenz wrote: Halo CE (Opensauce and not)
CDBBC: luma shifting
Fix: correct luma but this (the white mesh is the missile launcher)
I really think i must play with the sateblock to avoid those kind of issues 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.
- lowenz
- thalixte
- Topic Author
- lowenz
- thalixte
- Topic Author
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...
- lowenz
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).
- thalixte
- Topic Author
- lowenz
In the depthdisplay mode? No, that's perfectly stable!thalixte wrote: Hmmm. Might be a specific render target for this one...Does the depth buffer flickers according to pulsations ?
The wireframe mode is timed? 'cause the wireframe mode automatically returns to classic displaydepth......
- thalixte
- Topic Author
lowenz wrote:
In the depthdisplay mode? No, that's perfectly stable!thalixte wrote: Hmmm. Might be a specific render target for this one...Does the depth buffer flickers according to pulsations ?
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...
- lowenz
It's something messing up the HUD textures @the final stage of rastering process....
- thalixte
- Topic Author
Ah. Good to know... Just a little question: do you test Halo CE offline or online ? Because online, i disable the wireframe mode...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....
- lowenz
- lowenz
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.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...
About the performance, here's the 50% performance hit you've wanted to see
46 FPS (ALL disabled)
23 FPS (CDBBC+Fix and an artifact of the DB retrieving)
- thalixte
- Topic Author
- lowenz
First the compatibility and the correctness of the final image.....IMHO let the performance apart for now.thalixte wrote: So, you too have a perf impact with this technique. I wonder how i can alleviate this pb...
We know this process is taxing, nobody can rage about
- lowenz
There's a strange behaviour: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.
Yours
Crosire 3.4.1
- thalixte
- Topic Author
- lowenz
- thalixte
- Topic Author
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 ?