Depth buffer detection modifications
- Daodan
(Thats the security room right at the beginning of the game after you get thrown through the window)
If it's of any importance: enabling 'Disable replacement with INTZ format' doesn't help.
That image on the top left also shows up in the wireframe mode.
- thalixte
- Topic Author
Daodan wrote: Here's the screenshot:
(Thats the security room right at the beginning of the game after you get thrown through the window)
If it's of any importance: enabling 'Disable replacement with INTZ format' doesn't help.
That image on the top left also shows up in the wireframe mode.
Very usefull, as usual. Now, i understand what happens:
The max of drawcalls is on the first clearance. So, Reshade will keep the depth buffer replacement texture unclear from this first clearance till the end of the rendering.
It will then add extra meshes on top of it.
So i have to find a solution in order to switch depth buffers, and preserve the depth buffer replacement one.
- lowenz
Waiting for the new version and I found something really interesting about the Source Engine behaviour.thalixte wrote: [strike]It seems i made a mistake uploading the dlls to the server.
The new dlls should have more infos displayed in the DX9 tab.
Stay tuned. Will resend it tonight (in my GMT time).[/strike]
[Edit]
No, it is the good one in the post for Oblivion.
But in Halo CE, it is not the last dll.
Will post next (screenshots of DX9 tab, videos and my ramblings )
- thalixte
- Topic Author
lowenz wrote:
Waiting for the new version and I found something really interesting about the Source Engine behaviour.thalixte wrote: [strike]It seems i made a mistake uploading the dlls to the server.
The new dlls should have more infos displayed in the DX9 tab.
Stay tuned. Will resend it tonight (in my GMT time).[/strike]
[Edit]
No, it is the good one in the post for Oblivion.
But in Halo CE, it is not the last dll.
Will post next (screenshots of DX9 tab, videos and my ramblings )
Good to hear, but you can still test the last one in Halo CE. In the DX9 tab, you should have the same display as in the Outlast screenshot above.
- lowenz
I can't find this DLL.thalixte wrote:
lowenz wrote:
Waiting for the new version and I found something really interesting about the Source Engine behaviour.thalixte wrote: [strike]It seems i made a mistake uploading the dlls to the server.
The new dlls should have more infos displayed in the DX9 tab.
Stay tuned. Will resend it tonight (in my GMT time).[/strike]
[Edit]
No, it is the good one in the post for Oblivion.
But in Halo CE, it is not the last dll.
Will post next (screenshots of DX9 tab, videos and my ramblings )
Good to hear, but you can still test the last one in Halo CE. In the DX9 tab, you should have the same display as in the Outlast screenshot above.
I can only see the links in the post of 32+64 release, yesterday @22:00 GMT
And it's the DLL I did use in HALO CE.
- thalixte
- Topic Author
[Edit]
I see in yous screenshot that you have the mention "MSAA in inactive", so it is the good one.
- lowenz
If I start HALO CE with that option already enabled from the last run I got what you see ("dead" retrieving and occlusion/trasparency issues at large)
- thalixte
- Topic Author
- lowenz
1) issue MITIGATED by your solution but re-appearing for a nanosecond (as seen in front of the lighthouse):
streamable.com/ea9qp
2) same issue but NOT mitigated later in the game (tanker end, meeting Radek):
streamable.com/tp7fx
You can clearly see the two soldiers in the correct scene and then in the one re-projected moving around
I think it's the same issue I found in Halo 2.... (Halo 2, not Halo CE)
- lowenz
- lowenz
- thalixte
- Topic Author
- lowenz
No: 0 draw calls detected / 0 vertices / transparency-occlusion issues / accumulation bug in the starting screen (the classic rotating Halo with the Covenant Choir).thalixte wrote: Does this one resolve the HaloCE issue ?
d3d9_32bits.zip
- BlueSkyKnight
thalixte wrote:
BlueSkyKnight wrote:
thalixte wrote:
BlueSkyKnight wrote: Testing Oblivion. Nice to see the depth buffer working.
https://cdn.pbrd.co/images/HVIgEhj.bmp
Thks a lot . It seems that you do not use the very last version, because you should have more infos in the DX9 tab. Maybe this very last version could tackle the issues you encounter in Oblivion...
It still happens with the new dlls.
Video
Damn Mub Crab trying to keep me from showing you.
Could you show me what does it looks like in wireframe mode ?
In the future dlls, i will add the ability to select a specific clearance index.I will also test if it is possible to retieve back the original depth buffer after the maxindex (in order to keep the content of the depth buffer replacement, and let the game continue clearing the content of the original one).
Here you go this is how it looks in wireframe mode.
That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?
- thalixte
- Topic Author
d3d9_32bits.zip
d3d9_64bits.zip
What is annoying me is that i have not the artefacts you mentioned in Outlast (or in source games):
Can it be tested in HaloCE ?
- thalixte
- Topic Author
BlueSkyKnight wrote: Here you go this is how it looks in wireframe mode.
That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?
Thks a lot ! For a better wireframe mode, please raise the far plane, or use the DisplayDepth.fx Daodan's shader in depth map view.
- Daodan
Should I also try combinations of the other settings?
But after some running around it seems like this is happening only in a specific location.
In the hallway marked with the red arrow:
[Edit]
For a better looking wireframe: DisplayDepthWireframe.fx
Set 'Present Type' to 'Combined'.
- BlueSkyKnight
thalixte wrote:
BlueSkyKnight wrote: Here you go this is how it looks in wireframe mode.
That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?
Thks a lot ! For a better wireframe mode, please raise the far plane, or use the DisplayDepth.fx Daodan's shader in depth map view.
It's The low-quality capture I am using ........ and youtube compression.
I switched over to OBS.
- lowenz
Now it's working right, man! No fragment accumulation/dragging, no "dead" retrieving re-starting the game!thalixte wrote: Can it be tested in HaloCE ?
- lowenz