Depth buffer detection modifications
- lowenz
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- thalixte
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Topic Author

In Outlast, i am near the point you showed me. Will test as soon as i have some time to.
- thalixte
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Topic Author
BlueSkyKnight wrote:
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.
Cool ! The wireframe mode cannot work well with the initial rendering. It is necessary to use a shader for it to display well. Ihave bided some keys to ease the process.
- thalixte
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Topic Author
Daodan wrote: For a better looking wireframe: DisplayDepthWireframe.fx
Set 'Present Type' to 'Combined'.
Great ! Will test this as soon as i can

- Daodan
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- thalixte
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Topic Author
- Daodan
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Fix disabled:
Fix enabled:
Fix enabled, but empty depth buffer:
- Chavolatra
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- thalixte
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Topic Author
Chavolatra wrote: and about reident evil 0 e 1 hd remaster dont have nothing to do?
I tested on RE4 HD, not RE1... Have you tested RE4 ?
- thalixte
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Topic Author
Daodan wrote: In most places the Outlast fix works, but there are sporadic glitches.
Fix disabled:
Fix enabled:
Fix enabled, but empty depth buffer:
Thks a lot

The adjustment takes one frame, that's why it produces those artefacts in one frame.
When it comes from 2 clearance to 4 => 1 artefact (the scene you see at the top left corner).
When it comes from 4 to 2 => 1 blank db output, because the db is cleared at this moment (not preserved).
One solution could be to freeze the db output just for those single frames where the modification happens. I guess youy wouldn't see the difference.
Another solution (a little bit more difficult to implement), would be to use a specific depth buffer replacement surface (+ texture) for a clearance instance.
This way, the last db buffer would be retrieved, without be modified by the previous ones.
- lowenz
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Styx (3rd person view) works like a charm, but UT3/Dishonored/etc still have the arm/weapon corruption.
- thalixte
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Topic Author
lowenz wrote: Any chance to see the right behaviour in the *first person view* of Unreal Engine Games?
Styx (3rd person view) works like a charm, but UT3/Dishonored/etc still have the arm/weapon corruption.
With the multi db replacement method, this could be possible, but i cannot guarantee this to you, unfortunately.
Will add the ability to select a specific clearance via checkboxes in the next files, to see if it can resolve your weapon issue.
- Chavolatra
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thalixte wrote:
Chavolatra wrote: and about reident evil 0 e 1 hd remaster dont have nothing to do?
I tested on RE4 HD, not RE1... Have you tested RE4 ?
work in re4 but dont work in re1 and re0
Having depthbuffer on Half-Life 2 is a blast! I can finally rely on good AO methods instead of BlackMesa's or MMods awful SSAO implementations or the obsolete ENB AO and DoF. Along with other amazing effects.
I really hope this fixes the depth buffer for other problematic DX9 games.
Oh, and if you could, i would love if you updated your repos along with the posts here, i can compile those easily here.
- thalixte
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Topic Author
matsilagi wrote: Happy to see this was still getting developed.
Having depthbuffer on Half-Life 2 is a blast! I can finally rely on good AO methods instead of BlackMesa's or MMods awful SSAO implementations or the obsolete ENB AO and DoF. Along with other amazing effects.
I really hope this fixes the depth buffer for other problematic DX9 games.
Oh, and if you could, i would love if you updated your repos along with the posts here, i can compile those easily here.
Yes, i will as soon as i can.
- thalixte
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Topic Author
- BlueSkyKnight
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Thank you for your new release any other game you want us to test?
- thalixte
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Topic Author
BlueSkyKnight wrote: This new release causing depth buffering flickering in oblivion now only happens when I set it to auto preserve. Also still has the same issue as before with the HUD. Just letting you know.
Thank you for your new release any other game you want us to test?
Hi ! Thks for this feedback. When it flickers in Oblivion, do you see a modification in the number of depth buffer clearance (the last list in the DX9 tab) ?
I do not know which game to test. Maybe ones from the compatibility list:
- Mirror's Edge
- Medal of Honour [2010]
- Serious Sam 3: BFE
- Neverwinter Nights 2
- Fallout 3
- Fable III
- Life is Strange
- LEGO Lord of the Rings
- thalixte
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Topic Author
So there still exist flickers, but with less frequency.
I keep on the investigations.
- Oatpunter
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