Corruption depth buffer close to camera Witcher 3

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4 years 7 months ago #1 by aufkrawall
At first, sorry for the bad title. I've reached the letter limit. :)

With SSAO enabled, objects very close to the camera get occluded:
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Is this by design or something that could be fixed? This hasn't occured in other applications yet. However, Witcher 3 is the only game for which I have enabled logarithmic depth buffer so far.

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4 years 7 months ago #2 by crosire
Check the depth buffer. Could be that close objects are clipped and not part of it anymore.

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4 years 7 months ago #3 by aufkrawall
I can't say if it actually looks like it:
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4 years 7 months ago #4 by aufkrawall
It's probably really related to logarithmic depth buffer, as it's needed for Just Cause 3 where the same effect occurs:
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4 years 7 months ago #5 by crosire
Indeed. The depth linearization code's near clipping plane apparently is too far away from the camera.

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4 years 7 months ago #6 by Ganossa
Would you mind taking a screenshot with the depth visualization shader instead of the DoF shader. Just to make sure ;)

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4 years 7 months ago #7 by Constantine PC

Ganossa wrote: Would you mind taking a screenshot with the depth visualization shader instead of the DoF shader. Just to make sure ;)


I reported this such a long time ago. This occurred in GTA V with the updated log depth buffer. Literally on day one/two of the release of the re-done log depth detection I reported issues with objects close to the camera (Example: At the time it was bumpers of cars in third person view in GTA V)

Glad to see someone else noticed this and I wasn't going crazy.

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4 years 7 months ago #8 by Ganossa
This issue was fixed already at that time Constantine. That is why I am asking to post a (DoF) shader independent screenshot with only the depth visualization result.

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4 years 7 months ago #9 by aufkrawall
Do you mean, like this?
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4 years 7 months ago #10 by crosire
Preferably without any movement between those pictures and an additional picture with SSAO showing the artifacts (again, without any movement, so those pictures can be overlayed on each other).

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4 years 7 months ago #11 by aufkrawall
It's a bit harder to reproduce in JC3, but gonna try.

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4 years 7 months ago #12 by aufkrawall
File Attachment:

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(first picture was too big as a png)

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4 years 7 months ago #13 by crosire
8bit color output for the depth visualization is a bit limited, but it looks like the depth linearization is correct. So this must be some bug in the SSAO code instead.

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4 years 7 months ago - 4 years 7 months ago #14 by aufkrawall
Yep. Just found out that it's related to AO_LUMINANCE_CONSIDERATION. The issue doesn't occur when it is set to 1. :)

Edit: No, I was wrong. It seems with it enabled, the corruption just gets much more subtle.

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4 years 7 months ago - 4 years 7 months ago #15 by Ganossa
Which version of ReShade are you using and where did you download it?

As I remember, there can occur such clipping if the AO fade or DoF auto focus algorithm snippets are not ported correctly.

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4 years 7 months ago #16 by aufkrawall
It's 1.1 from the website. I also tried latest Github shaders, there's no difference in the result.

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