Depth buffer detection modifications
- lowenz
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CDBBC: luma shifting
Fix: correct luma but this



- thalixte
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Topic Author
lowenz wrote: Halo CE (Opensauce and not)
CDBBC: luma shifting
Fix: correct luma but this(the white mesh is the missile launcher)
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I really think i must play with the sateblock to avoid those kind of issues

- lowenz
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- thalixte
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Topic Author
- lowenz
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- thalixte
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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
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Here's a video:
www103.zippyshare.com/v/x2x5l1Kr/file.html
It seems that the missile launcher mesh is only an "ethereal projection"


- thalixte
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Topic Author
- lowenz
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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
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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 ?
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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
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It's something messing up the HUD textures @the final stage of rastering process....
- thalixte
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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
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- lowenz
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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
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Topic Author
- lowenz
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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
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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
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Topic Author
- lowenz
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- thalixte
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Topic Author
lowenz wrote: Max Payne 1 (wrapped to D3D9 thanks to Crosire wrapper)
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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 ?