Black dots with RBM

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4 years 6 months ago #1 by Constantine PC



Any clue what is causing them? Depth-buffer issue?

I tried:

All effects disabled other than RBM - didn't fix it
Turning off game effects like MSAA - didn't fix it

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4 years 6 months ago #2 by crosire
Apparently I'm blind, but which black dots are we talking about?

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4 years 6 months ago - 4 years 6 months ago #3 by Constantine PC

crosire wrote: Apparently I'm blind, but which black dots are we talking about?


They are located on the yellow/goldish trees, the grass to the right, and the characters left shoulder has a black outlining from RBM too.
A few other places too, they are really noticeable in game

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4 years 6 months ago #4 by crosire
Ah. They weren't noticable on the monitor of my development computer at first, but I can see them now. Can't help with that though, Marty might be of more use here.

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4 years 6 months ago - 4 years 6 months ago #5 by Horus
Check your ArmA2OA.cfg and try AToC=0;

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4 years 6 months ago #6 by Constantine PC

Horus wrote: Check your ArmA2OA.cfg and try AToC=0;


it's A3 and I'll try that out

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4 years 6 months ago - 4 years 6 months ago #7 by Constantine PC
No difference with AToC=0;

Here are some more shots:

Reflection Wideness = 125. Artifacts become more pronounced the more widness the reflections have. Notice the pine trees, the rooftops have black outlines.


RBM off - No more pine tree artifacts and the rooftops no longer have black outlines. ( But i lose all the reflection goodness :( )

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4 years 6 months ago - 4 years 6 months ago #8 by Marty McFly
It's just limitations of ReShade. See, for the direction of the reflection I need to find out the alignment of the surface relative to the camera (normal vectors for math geeks). The only way to do this on ReShade is by comparing the depth of neighbouring pixels and generating some 3d position points which give indications how the surface is aligned. Now on object borders, this check fails and it basically compares the border pixels of an object with pixels of something way behind so the object border gets a wrong alignment, 1 pixel wide. These pixels grab their reflection source color from the wrong location, hence miscolored "dots" that look like aliasing artifacts. The reason why these artifacts get more pronounced with higher reflection wideness is because the higher the wideness, the more off the source the reflection sample is. Low wideness factors might make the problematic pixels sample pixels not far away, increasing the chance that it samples from the reflecting object itself, hence getting a reflection that has the same color like the original pixel. In the newest Framework release I tried to compensate this effect with some trick from an AMD paper, might want to check that out.
The following user(s) said Thank You: crosire, Constantine PC, Tycholarfero

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