Searching solution of multi-buffer MXAO for Star Wars: Republic Commando

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3 weeks 2 days ago - 3 weeks 2 days ago #1 by Olegtia
Hello everyone!

Yesterday i tried to set Reshade to work for Star Wars: Republic Commando and turns out that game renders environment, player's weapon and UI in 3 various depth buffers.

I'm adding some screenshots of my problem:

This is main problem


All three depth buffers

1.


2.


3.


So in result of MXAO work with first depth buffer i get shades OVER my weapon (second DB)😅

Now i searching a way to:
- merge buffers before MXAO
- or run it in multi-passing for two buffers
- or intersect one buffer from another with some mask of players weapon
- or, at least, change buffers output order for placing MXAO under "weapon buffer".

It's just my opinions of solving this problem, i'm new in reshade problem solving and don't understand it's programming language.
Last edit: 3 weeks 2 days ago by Olegtia.

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2 weeks 6 days ago #2 by Olegtia
Hello? Is there anyone to answer my question? Moderators, administration?

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2 weeks 4 days ago #3 by Marty
I would also like to know if it's possible to merge depth buffers/information from them. Sounds pretty useful and actually essential in certain games like in Republic Commando it seems.
The following user(s) said Thank You: Olegtia

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