Depth buffer detection modifications
- Jesped
thalixte wrote: @v00d00m4n, @x8009, @iTest, @Morg3nst3rn, @Jesped...
I apologize i did no make an answer for you requets, but i am currently working on the depth buffer detection for DX12 games.
No need, thank you for your efforts.
I tried this new dll but same results, default depth doesn't correspond to the image (shows a garage instead of car in track):
Selecting one specific depth buffer shows a correct one, but is vertically scaled/missing lower part of screen:
and ticking "Copy depth before clearing" doesn't show any entries:
- thalixte
- Topic Author
BlueSkyKnight wrote: Thank you for sharing what your working on.
DX12 Games Tested with AMD RX 580
1. Strange Brigade DX12 mode. No Depth Buffer.
2. Shadow of the TombRaider seems to Hang in the start screen. I think depth buffer detection works. here
3. Deus Ex: Mankind Divided DX12. Grabs wrong Depth Buffer.
4. Warhammer: Vermintide 2 crash on loading. Tested in modded realm DX12
THks a lot BlueSkyNight Will test on my own. Made a PR on github.
- x8009
thalixte wrote: @v00d00m4n, @x8009, @iTest, @Morg3nst3rn, @Jesped...
I apologize i did no make an answer for you requets, but i am currently working on the depth buffer detection for DX12 games.
Here is the dll (both in dxgi.dll and d3d11.dll for compatibility purpose).
dxgi_fix_dx10_32bits.zip mega.nz/#!voxSXYiB!MteIx67IJFqq23WK4ZEfFs-HH30TB1fFFZpLrzmP5Fs
I only tested it on Metro Exodus. Feel free to test it on another DX12 game.
/quote]
Does this fix the issue with Copy depth before clearing selected black ghost on movement?
EDIT : Using the DLL dxgi.dll in Bladestorm nightmare Copy depth before clearing select, there is still issue with black ghost
- thalixte
- Topic Author
iTest wrote: Is it possible to fix it somehow?
It reminds me of the pb of the depth buffer shift in "A Plague Tales Innocence". In this particular game, you have to remove the chromatic aberration.
Does Journey have such a graphic option ?
- x8009
thalixte wrote:
iTest wrote: Is it possible to fix it somehow?
It reminds me of the pb of the depth buffer shift in "A Plague Tales Innocence". In this particular game, you have to remove the chromatic aberration.
Does Journey have such a graphic option ?
I will check. as I remember it doesn't.
This are journey settings even with the newest patch
I am uploading a video to show you the issue with the black ghost when copy depth before clearing is selected. when it's not, there is no black ghost.
it's clearly visible in the video when any movement of the camera. Also in NFS Payback, some games are not properly without Copy depth before clearing like Just Cause 4, so this must be fixed or it makes the games look very ugly.
This is with your d3d12_64bits dll. I will check if it fix other things, maybe just cause 4 issues like and worse than journey that it switches depth buffer non stop blinking.
EDIT : it doesn't fix in just cause 4 . If not using copy depth before clearing then the available depth buffers are some blinking non stop, no depth buffer at all or just 1 of them is low quality compare to the depth buffer the is available when using the copy depth before clearing
- thalixte
- Topic Author
x8009 wrote: I am uploading a video to show you the issue with the black ghost when copy depth before clearing is selected. when it's not, there is no black ghost.
it's clearly visible in the video when any movement of the camera. Also in NFS Payback, some games are not properly without Copy depth before clearing like Just Cause 4, so this must be fixed or it makes the games look very ugly.
This is with your d3d12_64bits dll. I will check if it fix other things, maybe just cause 4 issues like and worse than journey that it switches depth buffer non stop blinking.
EDIT : it doesn't fix in just cause 4 . If not using copy depth before clearing then the available depth buffers are some blinking non stop, no depth buffer at all or just 1 of them is low quality compare to the depth buffer the is available when using the copy depth before clearing
Thks a lot, but the best you could do is to display the DisplayDepth output, selecting the normal map option. It is easier to debug with it.
- thalixte
- Topic Author
Jesped wrote:
thalixte wrote: @v00d00m4n, @x8009, @iTest, @Morg3nst3rn, @Jesped...
I apologize i did no make an answer for you requets, but i am currently working on the depth buffer detection for DX12 games.
No need, thank you for your efforts.
I tried this new dll but same results, default depth doesn't correspond to the image (shows a garage instead of car in track):
Selecting one specific depth buffer shows a correct one, but is vertically scaled/missing lower part of screen:
and ticking "Copy depth before clearing" doesn't show any entries:
Yes, i know why. This is because the depth buffer texture does not match the viewport. There is relative easy way to fix it. I will do it when i have some time.
- Jesped
thalixte wrote: Yes, i know why. This is because the depth buffer texture does not match the viewport. There is relative easy way to fix it. I will do it when i have some time.
Awesome. Isn't it strange that it only happens in some tracks? others work perfectly:
- x8009
thalixte wrote:
x8009 wrote: I am uploading a video to show you the issue with the black ghost when copy depth before clearing is selected. when it's not, there is no black ghost.
it's clearly visible in the video when any movement of the camera. Also in NFS Payback, some games are not properly without Copy depth before clearing like Just Cause 4, so this must be fixed or it makes the games look very ugly.
This is with your d3d12_64bits dll. I will check if it fix other things, maybe just cause 4 issues like and worse than journey that it switches depth buffer non stop blinking.
EDIT : it doesn't fix in just cause 4 . If not using copy depth before clearing then the available depth buffers are some blinking non stop, no depth buffer at all or just 1 of them is low quality compare to the depth buffer the is available when using the copy depth before clearing
Thks a lot, but the best you could do is to display the DisplayDepth output, selecting the normal map option. It is easier to debug with it.
Like this? please check if it's good to tell me what needs to change if so.
- thalixte
- Topic Author
x8009 wrote: Like this? please check if it's good to tell me what needs to change if so.
Yes, like this, this is OK, but i do not see any issue with the depth buffer detection. In the display depth shader, the output is OK. The ghost that appears is a part of the SuperDepth 3D shader i guess.
Did you show the video to BSD ?
- x8009
ye I showed him he said not a problem with superdepth...thalixte wrote:
x8009 wrote: Like this? please check if it's good to tell me what needs to change if so.
Yes, like this, this is OK, but i do not see any issue with the depth buffer detection. In the display depth shader, the output is OK. The ghost that appears is a part of the SuperDepth 3D shader i guess.
Did you show the video to BSD ?
- thalixte
- Topic Author
x8009 wrote: ye I showed him he said not a problem with superdepth...
Ah, i see... If the ghost is the artefacts near the PNJ, it is normal with Superdepth3d. Did you test another shader that relies on the depth buffer (like qUInt suite) ?
- x8009
thalixte wrote:
x8009 wrote: ye I showed him he said not a problem with superdepth...
Ah, i see... If the ghost is the artefacts near the PNJ, it is normal with Superdepth3d. Did you test another shader that relies on the depth buffer (like qUInt suite) ?
Which one of them will be like super depth?
github.com/martymcmodding/qUINT/tree/master/Shaders
- thalixte
- Topic Author
x8009 wrote:
thalixte wrote:
x8009 wrote: ye I showed him he said not a problem with superdepth...
Ah, i see... If the ghost is the artefacts near the PNJ, it is normal with Superdepth3d. Did you test another shader that relies on the depth buffer (like qUInt suite) ?
Which one of them will be like super depth?
github.com/martymcmodding/qUINT/tree/master/Shaders
Mxao and dof both use the depth buffer, but they are not like superdepth. The idea is to check if you encounter a ghost artefact with those shaders. If it is the case, the pb is not linked to superdepth. If not, the pb could be superdepth related...
- x8009
thalixte wrote:
x8009 wrote:
thalixte wrote:
x8009 wrote: ye I showed him he said not a problem with superdepth...
Ah, i see... If the ghost is the artefacts near the PNJ, it is normal with Superdepth3d. Did you test another shader that relies on the depth buffer (like qUInt suite) ?
Which one of them will be like super depth?
github.com/martymcmodding/qUINT/tree/master/Shaders
Mxao and dof both use the depth buffer, but they are not like superdepth. The idea is to check if you encounter a ghost artefact with those shaders. If it is the case, the pb is not linked to superdepth. If not, the pb could be superdepth related...
ye it seems it happens with MXAO too. just on different parts ,So who can fix this ?
- thalixte
- Topic Author
- DonaldDuckling
the depth buffer only works in the beginning boat ride, after that nothing.
- thalixte
- Topic Author
d3d12_64bits .zip | [strike] mega.nz/#!6gRGmQrQ!s4wWH1iFGubrICvF8m-glPT8mo-nGvKsQgEYMs8IsoQ [/strike] |
Should work now in Metro Exodus and Shadow Of The Tomb Raider (and maybe other games)
- thalixte
- Topic Author
DonaldDuckling wrote: any hopes for bioshock infinite?
the depth buffer only works in the beginning boat ride, after that nothing.
What DirectX version is it ? Can you please make a video ?
- x8009
thalixte wrote: I must be blind, but i do not see the ghost you are talking about
Take notice in 0:18 and 0:49 exactly
look at the shadow behind his back. with Copy back buffer it's not good. You can see the shadow on his back is moving at 00:18, look carefully at 49 it doesn't move