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TOPIC: Corruption depth buffer close to camera Witcher 3

Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #1

  • aufkrawall
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At first, sorry for the bad title. I've reached the letter limit. :)

With SSAO enabled, objects very close to the camera get occluded:

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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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #2

  • crosire
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Check the depth buffer. Could be that close objects are clipped and not part of it anymore.
Cheers, crosire =)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #3

  • aufkrawall
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I can't say if it actually looks like it:
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #4

  • aufkrawall
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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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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #5

  • crosire
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Indeed. The depth linearization code's near clipping plane apparently is too far away from the camera.
Cheers, crosire =)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #6

  • Ganossa
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Would you mind taking a screenshot with the depth visualization shader instead of the DoF shader. Just to make sure ;)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #7

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.
I'm always learning.
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #8

  • Ganossa
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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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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #9

  • aufkrawall
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Do you mean, like this?
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #10

  • crosire
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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).
Cheers, crosire =)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #11

  • aufkrawall
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It's a bit harder to reproduce in JC3, but gonna try.
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #12

  • aufkrawall
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(first picture was too big as a png)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #13

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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.
Cheers, crosire =)
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #14

  • aufkrawall
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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.
Last Edit: 11 months 2 weeks ago by aufkrawall.
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #15

  • Ganossa
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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.
Last Edit: 11 months 2 weeks ago by Ganossa.
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Corruption depth buffer close to camera Witcher 3 11 months 2 weeks ago #16

  • aufkrawall
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It's 1.1 from the website. I also tried latest Github shaders, there's no difference in the result.
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