Depth buffer detection modifications
- thalixte
- Topic Author
lowenz wrote:
You're right BUT there's always the fake shadow (of the hand+weapon model) issueBlueSkyKnight wrote: This option gives no weapon corruption.
So looks like Motion Blur seems to combine the Depth Buffers in this game. This is my assumption. I hope this helps.
Could you test this one, please (without the motion blur):
d3d9_32bits.zip
- lowenz
- lowenz
How's the magic?
- lowenz
- thalixte
- Topic Author
lowenz wrote: Halo CE perfect (without preservation!), Halo 2 in good shade but MXAO bleeds.
Yes, i know, but i have an idea for that. I think i have almost found the good way to detect depth buffer in d3d9 games when it has been cleared before the final rendering, and remove the interferences between the real depthstencil and the replacement one. Just a little bug to fix for some games like Resident Evil 4 HD, where the depthstencil is already in the good format (unlike most of the other games). It works, but when changing the settings, it can lead to a CTD. It should be fixable, i guess.
After fixing that bug, will try to implement the trick for making deph buffer in Halo2 work for the weapon (and hope it works).
The good news for Half Life 2 is that, not only the depth buffer works in game, but also in cinematics.
Edit: bug fix done: no more CTD in Resident Evil 4 HD when changing depth buffer settings . Now i can try to fix ghost weapons (in Halo 2 or Oblivion)...
- thalixte
- Topic Author
d3d9_32bits.zip
Added a new feature called "Weapon fix". Should make the deal with Halo 2 (and others), but i wish someone had an ATI card to check...
Also, please tell me if it introduces some artefacts...
Tested in Oblivion, and it seems to work perfectly...
- lowenz
Still not perfect in Halo 2 (fix works but is kind of erratic) but it has solved weapon issue in wrapped (d3d8to9) Republic Commando!thalixte wrote: Could you please test this one:
d3d9_32bits.zip
Added a new feature called "Weapon fix". Should make the deal with Halo 2 (and others), but i wish someone had an ATI card to check...
Also, please tell me if it introduces some artefacts...
Tested in Oblivion, and it seems to work perfectly...
- BlueSkyKnight
thalixte wrote: Could you please test this one:
d3d9_32bits.zip
Added a new feature called "Weapon fix". Should make the deal with Halo 2 (and others), but i wish someone had an ATI card to check...
Also, please tell me if it introduces some artefacts...
Tested in Oblivion, and it seems to work perfectly...
I have a AMD card. But, I don't have this Halo game.
- thalixte
- Topic Author
lowenz wrote: Still not perfect in Halo 2 (fix works but is kind of erratic)
What do you mean about Erratic ? Is it in autopreserve mode or not ? I did not encounter such a behaviour .
- thalixte
- Topic Author
BlueSkyKnight wrote:
thalixte wrote: Could you please test this one:
d3d9_32bits.zip
Added a new feature called "Weapon fix". Should make the deal with Halo 2 (and others), but i wish someone had an ATI card to check...
Also, please tell me if it introduces some artefacts...
Tested in Oblivion, and it seems to work perfectly...
I have a AMD card. But, I don't have this Halo game.
Yes, AMD of course ! (sorry for this anachronism). Can you check Oblivion with the fix and tell me if it works OK for you ?
- lowenz
Sometimes it works, sometimes not, depending maybe by the camera angle/scene?thalixte wrote:
lowenz wrote: Still not perfect in Halo 2 (fix works but is kind of erratic)
What do you mean about Erratic ? Is it in autopreserve mode or not ? I did not encounter such a behaviour .
- thalixte
- Topic Author
lowenz wrote:
Sometimes it works, sometimes not, depending maybe by the camera angle/scene?thalixte wrote:
lowenz wrote: Still not perfect in Halo 2 (fix works but is kind of erratic)
What do you mean about Erratic ? Is it in autopreserve mode or not ? I did not encounter such a behaviour .
And it you untick autopreserve ? I guess it is because the number of vertices fluctuates a lot. Selecting a specific depth buffer instance should fix this.
- lowenz
Removing the "autopreservation" you got this switching behaviour: www.mediafire.com/file/cmwp4a64ok61g2m/1.mkv/file
- BlueSkyKnight
Depth Buffer with the Weapon Hands
Hud now works as it should.
- Sami 1999
thalixte wrote:
Have you tried to play with the RESHADE_DEPTH_LINEARIZATION_FAR_PLANE var ?
Yeah I tried. It did make the normal maps look less intrusive but depth based effects aren't still working properly. Also the depth map is completely blank. Only normal map is visible. Here's some screenshot to demonstrate my problems:
Normal map with 0.400 linearization:
Depth map is blank:
Ambient occlusion error:
Resultant image with error:
Also depth of field isn't working properly at all. Focusing is out of place and manual focusing either results in everything blurred with only nearest object being clear or no depth of field at all.
- thalixte
- Topic Author
BlueSkyKnight wrote: ES Oblivion is working on my RX 580. Also, the weapon hands seem to be fully working.
Depth Buffer with the Weapon Hands
Hud now works as it should.
Thks, BSD I am at the final stage. Just fixed a little bug that occured in Unreal Tournament 3, so now, in this game, depth buffer works properly with both motion blur settings.
Will check the pb with Halo 2, but it seems to behave differently from the other games.
- thalixte
- Topic Author
Sami 1999 wrote:
thalixte wrote:
Have you tried to play with the RESHADE_DEPTH_LINEARIZATION_FAR_PLANE var ?
Yeah I tried. It did make the normal maps look less intrusive but depth based effects aren't still working properly. Also the depth map is completely blank. Only normal map is visible. Here's some screenshot to demonstrate my problems:
Normal map with 0.400 linearization:
Depth map is blank:
Ambient occlusion error:
Resultant image with error:
Also depth of field isn't working properly at all. Focusing is out of place and manual focusing either results in everything blurred with only nearest object being clear or no depth of field at all.
Strange indeed. If you have normal map, you should have depth map.
- Sami 1999
As you can see on the final screenshot with ambient occlusion, the real zombie is thinner than the one on normal. So the normal map is either stretched, or there's something screwed with the geometry or the way the emulator handles the game I guess.
- thalixte
- Topic Author
Sami 1999 wrote: The zombies also seemed to be thic on normal maps.
As you can see on the final screenshot with ambient occlusion, the real zombie is thinner than the one on normal. So the normal map is either stretched, or there's something screwed with the geometry or the way the emulator handles the game I guess.
I should install the emulator to check it. Will see if i can find something...
- crosire