Depth buffer detection modifications
- Sami 1999
crosire wrote: Not strange at all. Set RESHADE_DEPTH_INPUT_IS_REVERSED to zero (in case it is currently one, which is the default). Normal calculation doesn't care which way the depth points, everything else does.
Yeah tried that. I thought that would fix it like it does on many games.
But swtiching between 1 and 0 only makes the depth map either completely black or completely white. Eitherway it remains blank.
It's worth mentioning that the game I'm testing is House of Dead 2 "SEGA Naomi" version running on Demul.
Same depth map and mismatched normal issue also occurs with the "SEGA Dreamcast" version on Demul.
But depth map and normal shows perfectly fine on PC version of House of Dead 2. All the effects works flawlessly as well. However, I'm trying to get reshade working on Demul because the PC port was heavily downgraded graphically, even more than than the dreamcast port, let alone Sega naomi version.
- thalixte
- Topic Author
Sami 1999 wrote:
crosire wrote: Not strange at all. Set RESHADE_DEPTH_INPUT_IS_REVERSED to zero (in case it is currently one, which is the default). Normal calculation doesn't care which way the depth points, everything else does.
Yeah tried that. I thought that would fix it like it does on many games.
But swtiching between 1 and 0 only makes the depth map either completely black or completely white. Eitherway it remains blank.
It's worth mentioning that the game I'm testing is House of Dead 2 "SEGA Naomi" version running on Demul.
Same depth map and mismatched normal issue also occurs with the "SEGA Dreamcast" version on Demul.
But depth map and normal shows perfectly fine on PC version of House of Dead 2. All the effects works flawlessly as well. However, I'm trying to get reshade working on Demul because the PC port was heavily downgraded graphically, even more than than the dreamcast port, let alone Sega naomi version.
Yes. That is the first setting i change when i try to check for depth buffer access. But with the latests versions of Reshade, and the lastest versions of the displayDepth shader, there is the opportunity to change directly this setting on the fly, not only in the preprocessor vars.
But when changing this setting in the shader parameters, you have to ensure that the "Use preprocessor definitions" checkbox is untick.
- NattyDread
All I see is:
Disable replacement with INTZ format
This is on ReShade 4.2.1; Dark Souls Prepare to Die Edition
- thalixte
- Topic Author
NattyDread wrote: Are we not able to pick the DB in dx9 as in dx12?
All I see is:
Disable replacement with INTZ format
This is on ReShade 4.2.1; Dark Souls Prepare to Die Edition
Not yet, but maybe you could try this one:
d3d9_32bits.zip
- Scorpio82CO
- Sami 1999
thalixte wrote:
Yes. That is the first setting i change when i try to check for depth buffer access. But with the latests versions of Reshade, and the lastest versions of the displayDepth shader, there is the opportunity to change directly this setting on the fly, not only in the preprocessor vars.
But when changing this setting in the shader parameters, you have to ensure that the "Use preprocessor definitions" checkbox is untick.
Yeah I tried with both ticked and unticked just to be sure. Unfortunately that didn't solve the issue.
I guess it's just the way the emulator/game handles things.
- Netrve
MXAO would be so amazing, looks like I have to wait a while for now ^^
- lowenz
*no DB detection (correct rendering)
*DB detection+autopreserve:
- thalixte
- Topic Author
lowenz wrote: DX9 problem in Human Revolution (DX9 path - reminder to look for DX11 path too DB retrieving is no more working in DX11)
*no DB detection (correct rendering)
*DB detection+autopreserve:
Can you send to me the game save, please ?
- lowenz
- thalixte
- Topic Author
lowenz wrote: Quicksave -> www49.zippyshare.com/v/a5zhdFf8/file.html
If you can check DX11 path too
Just checked DX11, and it works for me when ticking "copy depth buffer before clear", with the dlls i provided to you for d3d9.
For the bug you mentioned in d3d9, it seems linked to lightning process. Do not know if i can resolve it. Will see...
- Dom324
I'm trying to get MXAO working with Mass Effect 3. I've tried your few lastest D3D9.dll files that you posted here, but sadly they did not help. There are users that reported that your fix was working for them in ME3, but that's long ago - the files you posted in post #544 are no longer avalaible for download, could you please repost them so I can try if these work for me?
- someone_for
Dom324 wrote: Hello,
I'm trying to get MXAO working with Mass Effect 3. I've tried your few lastest D3D9.dll files that you posted here, but sadly they did not help. There are users that reported that your fix was working for them in ME3, but that's long ago - the files you posted in post #544 are no longer avalaible for download, could you please repost them so I can try if these work for me?
I would also appreciate a repost
- Zireael
Depth buffer only shows up for buildings, player character, npcs and some smaller objects are all missing.
I've tried your .dll and it doesn't help.
HBAO works correctly via Nvidia Inspector.
- lowenz
-> imgur.com/a/LJDMXDx
- thalixte
- Topic Author
What do you mean by "overbright issue" ?
- thalixte
- Topic Author
The fix for weapons write specifics drawcalls to the depthbuffer readable texture, but not only: it also changes the viewport during this specific operation in order to fix z-fighting issues. The cullcript here is that the depth buffer infos of the weapon has lower depth values than the depth buffer infos of the rest of the scene.
- lowenz
"Weapons-fixed" frame (framebuffer?) has a different brightness as you can see. It's more bright (you can calculate the difference of the 2 images if you don't believe your eyes). It's really similar to some issues seen in the old versions.thalixte wrote: Hello,
What do you mean by "overbright issue" ?
- thalixte
- Topic Author
d3d9_32bits.zip
- lowenz
Working but with (expected?) performance hit!thalixte wrote: Can you check this version in Deus Ex d3d9 ?
d3d9_32bits.zip