Depth buffer detection modifications
- klotim
lowenz wrote: Just use normal reshade dxgi.
About that, I re-suggest thalixte to take a look to the dxgi part, when he'll got some spare time (DX Human Revolution depth buffer detection doesn't work anymore in D3D11).
What do you mean with normal dxgi? I install and set to dx10 if that's what you mean?
It works flawlessly with dx9 render. However the dx9 render still requires dxgi to function. Renaming to d3d9.dll just makes reshade to not load.
- lowenz
- klotim
oh yes it is the official one!lowenz wrote: I mean normal (official) reshade release.
But to clarify, I have used the alternative version provided by thalixte and the official one.
- thalixte
- Topic Author
d3d9_32bits.zip
I wonder if it could help in UT3 or Halo 2...
- lowenz
No luck.....same problems.thalixte wrote: Do you mind testing this dll ? It seems to allow the displaying of the sword in Oblivion.
d3d9_32bits.zip
I wonder if it could help in UT3 or Halo 2...
And not working in Human Revolution too (DX9 mode, february version is working right)
- thalixte
- Topic Author
Also tested on UT3. It works if i untick the advanced video setting: disable composite dynamic ligths. So i have the line: CompositeDynamicLights=True in the UTEngine.ini.
- lowenz
It's NOT that option, it's the "directional lightmaps"thalixte wrote: Just tested it on Halo 2, and it fixes the pb on this game (weapon is now visible on the depth buffer)...
Also tested on UT3. It works if i untick the advanced video setting: disable composite dynamic ligths. So i have the line: CompositeDynamicLights=True in the UTEngine.ini.
But this is not a great solution: the fake shadow of the weapon is still there (and in the february version there's no need to disable anything).
- thalixte
- Topic Author
lowenz wrote:
It's NOT that option, it's the "directional lightmaps"thalixte wrote: Just tested it on Halo 2, and it fixes the pb on this game (weapon is now visible on the depth buffer)...
Also tested on UT3. It works if i untick the advanced video setting: disable composite dynamic ligths. So i have the line: CompositeDynamicLights=True in the UTEngine.ini.
But this is not a great solution: the fake shadow of the weapon is still there (and in the february version there's no need to disable anything).
closest arvest bank to me
Ok, if you say so. It is difficult for me to make the trad, as i do not play in english. And what about Halo 2 ?
- lowenz
You've simply read the line before in the advanced options screen
I'll test Halo 2
- lowenz
Yes!thalixte wrote: Just tested it on Halo 2, and it fixes the pb on this game (weapon is now visible on the depth buffer)...
But MXAO still flickers....
- BlueSkyKnight
thalixte wrote: Do you mind testing this dll ? It seems to allow the displaying of the sword in Oblivion.
d3d9_32bits.zip
I wonder if it could help in UT3 or Halo 2...
Ya, it works in oblivion.
Thank you
Issues with HUD though. I wonder if a Hud mod can fix this. I will get back to you on this.
- BlueSkyKnight
I do have new information about your new DLLs.
Dead Space 2 not working. Depth Buffer comes in and out. With the modern new DLL, you put here. Some issues in Fallout NV and Fallout 3.
But, no issues when using the DLL posted here around 10/12/2018
This Older one seems to have some magic you used .
This is also the DLL that works with Fallout 3 and NV
- klotim
00:27:09:129 [04828] | ERROR | Failed to create depth stencil replacement texture! HRESULT is '0x80070057'.
its spamming the log.
- thalixte
- Topic Author
- thalixte
- Topic Author
BlueSkyKnight wrote: So testing the HUD mods no dice.... Made things worst.
I do have new information about your new DLLs.
Dead Space 2 not working. Depth Buffer comes in and out. With the modern new DLL, you put here. Some issues in Fallout NV and Fallout 3.
But, no issues when using the DLL posted here around 10/12/2018
This Older one seems to have some magic you used .
This is also the DLL that works with Fallout 3 and NV
Ok, so let's try this one:
d3d9_32bits.zip
You can also try it on Unreal Tournament 3
- BlueSkyKnight
DS2 DB
DS2 CB
F3 DB
F3 CB
As for ES Oblivion
Seems to be the best one yet. Even with the bug.
Maybe we can allow for selection of two Depth Buffers as i suggested before? Just a thought.
I have to make UT3 in the next post.
- BlueSkyKnight
So I ran UT3 with my normal settings with Motion Blur Off.
This option gives weapon corruption.
UT3 DB MB Off Option 0
UT3 CB MB Off Option 0
But, only the weapon hand DB is of lower quality. It seems like this is the World DB. Since the Weapon Hand is not scaled.
An issue that even my shader has to deal with.
This option gives no weapon corruption.
UT3 DB MB Off Option 1
But, only the weapon hand is drawn in this DB. To scale.
So the issues in UT3 were solved by enabling Motion Blur.
UT3 Settings
This option gives no weapon corruption.
UT3 DB MB Off Option 0
UT3 CB MB Off Option 0
Both World and Weapon Hand DB are drawn to scale. With no corruption in the CB.
So looks like Motion Blur seems to combine the Depth Buffers in this game. This is my assumption. I hope this helps.
- Sami 1999
Which results in weird depth of field and AO.
Pc version works fine but the graphics of pc version is heavily downgraded. Also some other games on demul like shenmue work fine with reshade's depth buffer detection. So it's can't be a demul problem, rather a game specific problem I suppose?
- thalixte
- Topic Author
Sami 1999 wrote: House of dead 2 on demul [Sega Naomi version] has issues with depth buffer:
Which results in weird depth of field and AO.
Pc version works fine but the graphics of pc version is heavily downgraded. Also some other games on demul like shenmue work fine with reshade's depth buffer detection. So it's can't be a demul problem, rather a game specific problem I suppose?
Have you tried to play with the RESHADE_DEPTH_LINEARIZATION_FAR_PLANE var ?
- lowenz