Depth buffer detection modifications
- Scorpio82CO
with this info can you see something to access to activate the DB only with reshade, avoiding the performance loss for downsampling? I hope to see useful for unlock both- dx9 and dx11 games
- thalixte
- Topic Author
Scorpio82CO wrote: Well. my question in this topic is: With some games that not have access to DB (Dishonored,SO:TL, DMC, and some others), I can access with GeDoSaTo with the ¨baked´ generic DB, and use Reshade, thats ok.. If I remember Otis say once that the cost in Gedosato is the DB open in the quarter-half of resolution of the downsampled image, I mean, . if I open the game in 1080p, I MUST to downsampling to 2160p , in 1440p I must to downsampling in 2880p, etc to see the DB work
with this info can you see something to access to activate the DB only with reshade, avoiding the performance loss for downsampling? I hope to see useful for unlock both- dx9 and dx11 games
Yes, it would be possible, but i am facing a weird problem. If you don't mind, can i give you a link later to the WIP dlls (32 & 64bit), so you can test by yourself ? It wopuld be useful for me. Be aware also that DB cannot be retrieved if multisampling is enabled...
- lowenz
I'm eager to test myself the WIP dlls
- thalixte
- Topic Author
lowenz wrote: And about wrapped games (DX8->DX9/DX11) is there any possibility?
I'm eager to test myself the WIP dlls
Here they are (but be indulgent, they are WIP and buggy dor DX9). Don't know if it works on wrapped games... Maybe you should ask Crosire for it...
d3d9_32bits.zip
d3d9_64bits.zip
- lowenz
I ask for Unreal Engine (wrapped 2.x AND plain 3.x) games 'cause the dept buffer is often limited to weapon/arm model....
- NoMansReshade
- thalixte
- Topic Author
No, those libs come from my local repo. Did not push it yet, and only tested it in ME2. The changes only affect the «Before clearing stage» depth buffer retrieval mode. Play with the number setting, and change the reversed mode to see if a depth buffer displays.NoMansReshade wrote: Are the changes you made to those compiled binaries present in the repo? Just curious as I'm keeping a watchful eye on the development of d3d9. Also, I can confirm absolutely no depth buffer is detected no matter the settings in COD: Black Ops (d3d9 x86 game) using both the binary you gave, and the one I compiled from the repo.
- NoMansReshade
thalixte wrote:
No, those libs come from my local repo. Did not push it yet, and only tested it in ME2. The changes only affect the «Before clearing stage» depth buffer retrieval mode. Play with the number setting, and change the reversed mode to see if a depth buffer displays.NoMansReshade wrote: Are the changes you made to those compiled binaries present in the repo? Just curious as I'm keeping a watchful eye on the development of d3d9. Also, I can confirm absolutely no depth buffer is detected no matter the settings in COD: Black Ops (d3d9 x86 game) using both the binary you gave, and the one I compiled from the repo.
Just took the time to try all settings, post process, merger and 1-9 clearing state. Testing each with reverse, as well as logarithmic depth buffer flags. Still no luck. Will stay tuned, development seems to be going quickly!
Edit: Something to note is that I did these tests in the menu (the 3D interrogation scene). I might try it again in-game.
- lowenz
But there's a little issue with the frames (Before DB Clearing *FIRST* ) moving/turning around
You're officially a damn savior
- thalixte
- Topic Author
lowenz wrote: Well man, UT3 now got MXAO thanks to your work!
But there's a little issue with the frames (Before DB Clearing *FIRST* ) moving/turning around
You're officially a damn savior
You're welcome, but don't talk to quickly. The issue i am facing is quite hard to solve. Have you tried to display the depthbuffer using the DisplayDepth shader ? Can you tell me if it produces also artefacts in this display mode ?
By advance, thks
- lowenz
- Androll
- Uncle Crassius
Androll wrote: Omg it works for Dishonored (after some fiddling)
Awesome! What kind of fiddling exactly, if I may ask? And if anyone's interested: Couldn't get it to work with Vanquish. Other than that, I really hope any version will work with Cities: Skylines in the future. Game is in dire need of SSAO. There's a mod but the implementation isn't too fancy.
- lowenz
Some part of the scene are not present in the DB (like the *HEADS* of the characters, LOL), still it's a great achievement!
- lowenz
Dishonored (menu scene):
UT3 (Shangri La):
There's another issue (it's a WIP version, so it' obvious), frame corruption apart: it seems you must re-select every game restart the "right" option for the DB retrieval not because it's not saved but because the selected option is not automatically used!
- NoMansReshade
I have managed to get full depth buffer access (excluding the guns, I'm guessing it's because of their size in world-space) by turning off MSAA in-game (silly me).
New problem, Payday 2: x86 d3d9 game, no MSAA to my knowledge and no depth-buffer access regardless of settings. I even so much as disabled the game's post processing AA, and still no luck!
- robgrab
- thalixte
- Topic Author
robgrab wrote: Not that I had any doubt after extensive testing with Bioshock 2 Remastered but here's proof that Bioshock Remastered also works.
Cool ! So, this is dx11 game.
- thalixte
- Topic Author
Thks for testing Yes, i know this one. Will not be too difficult to fix, i guess. What is more strange is the frame corruption. It seems that this modif breaks the depth map.
- lowenz
Of course, the remastered version exists for that reason.thalixte wrote:
robgrab wrote: Not that I had any doubt after extensive testing with Bioshock 2 Remastered but here's proof that Bioshock Remastered also works.
Cool ! So, this is dx11 game.