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TOPIC: [SOLVED] Depth map on FarCry

Depth map on FarCry 1 year 8 months ago #1

Currently trying to add ambient occlusion to the first FarCry but it's always black, despite it's reported to work with the right renderer on reshade.me/compatibility .

Is there any way to do this on Windows 10 Pro 64-bit and nVidia GTX 950m (378.49). I'm Using ReShade 3.0.6 and MasterEffect ReBorn 1.1.287 public.
Tried MXAO in ReShade. HBAO and SSAO in MasterEffect. All empty buffers.

The renderer is the standard DX9 as far as I can tell, and it's using r_RenderMode = "0" in system.cfg which seems to be the only one with correct gfx.

This is what the render-init part of the FarCry logfile contains with official patch 1.32 + unofficial patch 1.5 .0.5 64-bit which seems to work nice with W10 64 and DX9. Any help appreciated.
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Renderer initialization
System: INFO: DirectX 9.1d installed
System: VideoCard Detected: Intel (Unknown) // <- Intel 530
Direct3D9 driver is creating...
Best-match display mode: 1920x1080x32 (Error=8 )
Creating D3D device (Adapter format: D3DFMT_X8R8G8B8, BackBuffer format: D3DFMT_A8R8G8B8, Depth format: D3DFMT_D24S8)
D3D Adapter: Driver name: nvd3dumx.dll
D3D Adapter: Driver description: NVIDIA GeForce GTX 950M
D3D Adapter: Driver version: 21.21.13.7849
D3D Adapter: Driver GUID: D7B71E3E-50DA-11CF-41680A4518C2D835
D3D Adapter: VendorId = 4318
D3D Adapter: DeviceId = 5018
D3D Adapter: SubSysId = 1694963032
D3D Adapter: Revision = 162
D3D Detected: NVidia video card
D3D Driver: MaxTextureBlendStages = 8
D3D Driver: MaxSimultaneousTextures = 8
Using '8888' pixel texture format
Using 'Alpha8' pixel texture format
Using 'Alpha8Lum8' pixel texture format
Using 'V16U16' pixel texture format
Using 'Depth24' pixel texture format
Using 'BumpV8U8' pixel texture format
Using 'BumpQ8W8U8V8' pixel texture format
Using 'BumpX8L8U8V8' pixel texture format
Using '3Dc' pixel texture format
Using 'DXT1' pixel texture format
Using 'DXT3' pixel texture format
Using 'DXT5' pixel texture format
D3D Driver: Supports trilinear texture filtering
D3D Driver: Allowed projected textures with Env. bump mapping
D3D Driver: Supports alpha palettes
D3D Driver: Supports range-based fog
D3D Driver: Supports eye-relative fog
D3D Driver: Supports anisotropic filtering
D3D Driver: Supports LOD biasing
D3D Driver: Supports Z biasing
D3D Driver: Supports scissor test
D3D Driver: Supports stream offset
D3D Driver: Supports non-power-of-2 textures
D3D Driver: Supports D3DTOP_ADDSIGNED2X TextureOp
D3D Driver: Supports D3DTOP_BUMPENVMAP TextureOp
D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE TextureOp
D3D Driver: Supports D3DTOP_DOTPRODUCT3 TextureOp
D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR TextureOp
D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA TextureOp
D3D Driver: Supports D3DTOP_ADD TextureOp
D3D Driver: Supports MaxAnisotropy level 16
D3D Driver: Supports Stencil shadows
D3D Driver: Supports Two-Sided stencil
D3D Driver: Textures (0x0)-(16384x16384), Max aspect 16384
Apply anisotropic texture filtering (level: 16)
Warning: Disabled 3DC for NVidia card
****** D3D9 CryRender Stats ******
Driver description: NVIDIA GeForce GTX 950M
Full stats: HAL (pure hw vp): NVIDIA GeForce GTX 950M
Hardware acceleration: Yes
Full scene AA: Enabled: 8x Samples (0 Quality)
Projective EMBM: Enabled
Detail textures: Enabled
Z Buffer Locking: Enabled
Multitexturing: Supported (8 textures)
Use bumpmapping : Enabled (DOT3)
Use paletted textures : Disabled
Current Resolution: 1920x1080x32 Full Screen
Maximum Resolution: 1920x1080
Maximum Texture size: 16384x16384 (Max Aspect: 16384)
Texture filtering type: TRILINEAR
HDR Rendering: Disabled
MRT Rendering: Enabled
Occlusion queries: Supported
Geometry instancing: Supported
NormalMaps compression: V8U8
Gamma control: Hardware
Vertex Shaders version 3.0
Pixel Shaders version 3.0
Use Hardware Shaders for NV4x GPU
Pixel shaders usage: PS1.1 only
Vertex shaders usage: VS1.1 only
Shadow maps type: Depth maps
Stencil shadows type: Two sided
Lighting quality: High
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Depth map on FarCry 1 year 8 months ago #2

Full scene AA: Enabled: 8x Samples (0 Quality)

This implies that MSAA is enabled. It's known to override the depth buffer so ReShade can't find it anymore. Disable it, restart game afterwards to make sure it's disabled (GTA SA disables it but ReShade needs game restart for some reason). Then it should work ;)
Last Edit: 1 year 8 months ago by Marty McFly.
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The following user(s) said Thank You: Dexor

Depth map on FarCry 1 year 8 months ago #3

Thanks. I'll give it a whirl.

It worked wonders :cheer:

Guess I was mislead by "Occlusion queries: Supported"

Maybe you just got lucky too ;)
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