Dishonored 2 Depth Buffer
- NattyDread
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...anyone had any luck in figuring this one out?
I can get it to show for half-a-second when entering / exiting the menu (esc) with:
DEPTH_LINEARIZATION_FAR_PLANE 1000.0
&
DEPTH_INPUT_IS_REVERSED 1
I can get it to show for half-a-second when entering / exiting the menu (esc) with:
DEPTH_LINEARIZATION_FAR_PLANE 1000.0
&
DEPTH_INPUT_IS_REVERSED 1
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- JBeckman
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Tried setting logarithmic to 1 as well?
(Inverse and logarithmic to 1, save and then exit and start the game again.)
Many newer games use a "infinite" z-depth depth buffer to avoid flickering and corruption ("z fighting" I think it was called.) whereas older ones use a linear buffer I think it was called.
Not 100% sure about needing to restart the game after adjusting the depth settings with ReShade 3.x though but it might work better, Crosire can probably give a definitive answer on that since he's the author of the actual ReShade injector code.
And as mentioned a couple of times ReShade turns off depth buffer access if there's active network traffic detected but that's primarily for online games and even then it might still be partially compatible depending on how exactly that works. (IE it might be completely functional as long as there's no other players around.)
Also any incompatible anti-aliasing will break depth access as well, this game uses FXAA which I assume as a post-process effect is compatible but it also uses TXAA with 1x available on both AMD and Nvidia GPU models and it might support the traditional 2x or 4x modes on Nvidia compatible GPU's (Fermi and newer architecture was it?) which utilizes both shader AA and MSAA and MSAA is usually not compatible with ReShade when activated whether in-game or forced from the driver directly.
That's the only thing I can think of, I'll have to try ReShade with the game itself, expected it to actually use OpenGL 4.x when I first started it as it's a updated idTech5 engine at it's core (OpenGL 3.x I think that used originally.) but Arkane extensively modified it to where they now call it the Void engine and it's using DirectX 11 instead. (And I don't think it's OpenGL with D3D11 on-top or how that quirk was set up in Evil Within which also used a modified idTech5 engine though not quite as extensively retooled.)
(Inverse and logarithmic to 1, save and then exit and start the game again.)
Many newer games use a "infinite" z-depth depth buffer to avoid flickering and corruption ("z fighting" I think it was called.) whereas older ones use a linear buffer I think it was called.
Not 100% sure about needing to restart the game after adjusting the depth settings with ReShade 3.x though but it might work better, Crosire can probably give a definitive answer on that since he's the author of the actual ReShade injector code.
And as mentioned a couple of times ReShade turns off depth buffer access if there's active network traffic detected but that's primarily for online games and even then it might still be partially compatible depending on how exactly that works. (IE it might be completely functional as long as there's no other players around.)
Also any incompatible anti-aliasing will break depth access as well, this game uses FXAA which I assume as a post-process effect is compatible but it also uses TXAA with 1x available on both AMD and Nvidia GPU models and it might support the traditional 2x or 4x modes on Nvidia compatible GPU's (Fermi and newer architecture was it?) which utilizes both shader AA and MSAA and MSAA is usually not compatible with ReShade when activated whether in-game or forced from the driver directly.
That's the only thing I can think of, I'll have to try ReShade with the game itself, expected it to actually use OpenGL 4.x when I first started it as it's a updated idTech5 engine at it's core (OpenGL 3.x I think that used originally.) but Arkane extensively modified it to where they now call it the Void engine and it's using DirectX 11 instead. (And I don't think it's OpenGL with D3D11 on-top or how that quirk was set up in Evil Within which also used a modified idTech5 engine though not quite as extensively retooled.)
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- NattyDread
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Logarithnic is worse. That split second that DB shows when entering the in-game menu there's that banding all over injected AO like the DB range is extremely limited.
It's really weird. Like the DB only affects the UI. You can try injecting DoF and sliding manual focus up and down seeing it apply properly only on the crosshairs! ...or try going to the quit screen (where you have an option to quit to menu or desktop) - same deal. The in-game menus are 3D elements in fact so I guess it makes some sense...dunno.
I guess we need to offset the DB range somehow because to me it seems the game is doing exactly that when entering / exiting the menu (when the DB shows for a short time).
It's really weird. Like the DB only affects the UI. You can try injecting DoF and sliding manual focus up and down seeing it apply properly only on the crosshairs! ...or try going to the quit screen (where you have an option to quit to menu or desktop) - same deal. The in-game menus are 3D elements in fact so I guess it makes some sense...dunno.
I guess we need to offset the DB range somehow because to me it seems the game is doing exactly that when entering / exiting the menu (when the DB shows for a short time).
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- crosire
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Sounds more like the UI is rendered with a separate depth buffer and ReShade chooses that one instead of the one for the scene. When entering the menu the drawing is likely disrupted so much that ReShade's algorithm switches to the correct buffer, but goes back to the UI one after everything went back to normal.
Unfortunate, but nothing you can do anything about of this is the case. You can verify by displaying the depth buffer content directly to see if any scene information is visible at all.
Unfortunate, but nothing you can do anything about of this is the case. You can verify by displaying the depth buffer content directly to see if any scene information is visible at all.
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- NattyDread
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Yup, that's exactly it. It must be running 2 DB at the same time. 1 for UI and 1 for the scene. Really unfortunate.
I can see why they need it for the pause menu but for in-game hud and crosshairs?!
First time I see this...
I can see why they need it for the pause menu but for in-game hud and crosshairs?!
First time I see this...
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- NattyDread
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Firing up Ansel uses the proper depth buffer.
But Ansel is fkd for this game right now. Has terrible banding issues.
But Ansel is fkd for this game right now. Has terrible banding issues.
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- JBeckman
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Ansel would be hudless so that seems like it could work though that banding sounds problematic, guessing the "deband" shader in ReShade can't get rid of all of it either?
(I can't check since I'm on a AMD GPU unfortunately.)
(I can't check since I'm on a AMD GPU unfortunately.)
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