Depth buffer detection modifications

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3 years 7 months ago - 3 years 7 months ago #581 by Daodan
Replied by Daodan on topic Depth buffer detection modifications
Here's the screenshot:

(Thats the security room right at the beginning of the game after you get thrown through the window)

If it's of any importance: enabling 'Disable replacement with INTZ format' doesn't help.
That image on the top left also shows up in the wireframe mode.
Last edit: 3 years 7 months ago by Daodan.
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3 years 7 months ago - 3 years 7 months ago #582 by thalixte
Replied by thalixte on topic Depth buffer detection modifications

Here's the screenshot:

(Thats the security room right at the beginning of the game after you get thrown through the window)

If it's of any importance: enabling 'Disable replacement with INTZ format' doesn't help.
That image on the top left also shows up in the wireframe mode.


Very usefull, as usual. Now, i understand what happens:
The max of drawcalls is on the first clearance. So, Reshade will keep the depth buffer replacement texture unclear from this first clearance till the end of the rendering.
It will then add extra meshes on top of it.
So i have to find a solution in order to switch depth buffers, and preserve the depth buffer replacement one.
Last edit: 3 years 7 months ago by thalixte.
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3 years 7 months ago - 3 years 7 months ago #583 by lowenz
Replied by lowenz on topic Depth buffer detection modifications

It seems i made a mistake uploading the dlls to the server.

The new dlls should have more infos displayed in the DX9 tab.

Stay tuned. Will resend it tonight (in my GMT time).


[Edit]
No, it is the good one in the post for Oblivion.

But in Halo CE, it is not the last dll.

Waiting for the new version and I found something really interesting about the Source Engine behaviour.
Will post next (screenshots of DX9 tab, videos and my ramblings :D )
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago - 3 years 7 months ago #584 by thalixte
Replied by thalixte on topic Depth buffer detection modifications

It seems i made a mistake uploading the dlls to the server.

The new dlls should have more infos displayed in the DX9 tab.

Stay tuned. Will resend it tonight (in my GMT time).


[Edit]
No, it is the good one in the post for Oblivion.

But in Halo CE, it is not the last dll.

Waiting for the new version and I found something really interesting about the Source Engine behaviour.
Will post next (screenshots of DX9 tab, videos and my ramblings :D )


Good to hear, but you can still test the last one in Halo CE. In the DX9 tab, you should have the same display as in the Outlast screenshot above.
Last edit: 3 years 7 months ago by thalixte.
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3 years 7 months ago - 3 years 7 months ago #585 by lowenz
Replied by lowenz on topic Depth buffer detection modifications

It seems i made a mistake uploading the dlls to the server.

The new dlls should have more infos displayed in the DX9 tab.

Stay tuned. Will resend it tonight (in my GMT time).


[Edit]
No, it is the good one in the post for Oblivion.

But in Halo CE, it is not the last dll.

Waiting for the new version and I found something really interesting about the Source Engine behaviour.
Will post next (screenshots of DX9 tab, videos and my ramblings :D )


Good to hear, but you can still test the last one in Halo CE. In the DX9 tab, you should have the same display as in the Outlast screenshot above.

I can't find this DLL.
I can only see the links in the post of 32+64 release, yesterday @22:00 GMT
And it's the DLL I did use in HALO CE.
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago - 3 years 7 months ago #586 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
This is weird, because you should have something like that:



[Edit]
I see in yous screenshot that you have the mention "MSAA in inactive", so it is the good one.
Last edit: 3 years 7 months ago by thalixte.
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3 years 7 months ago - 3 years 7 months ago #587 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
I have those entries BUT not starting the game with "preserve" already enabled.
If I start HALO CE with that option already enabled from the last run I got what you see ("dead" retrieving and occlusion/trasparency issues at large)
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago #588 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
Thks for your feedback ;) . I think i know where is the pb (depth surface replacement initialization).
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3 years 7 months ago - 3 years 7 months ago #589 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
About the Source Engine:

1) issue MITIGATED by your solution but re-appearing for a nanosecond (as seen in front of the lighthouse):
streamable.com/ea9qp

2) same issue but NOT mitigated later in the game (tanker end, meeting Radek):
streamable.com/tp7fx

You can clearly see the two soldiers in the correct scene and then in the one re-projected moving around

I think it's the same issue I found in Halo 2.... (Halo 2, not Halo CE)
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago - 3 years 7 months ago #590 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
DX9 tab changes - rotating with the mouse before and after a "depth buffer" flash:

File Attachment:


File Attachment:
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago #591 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
"mini db" / artefact in the up&left corner:

File Attachment:
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3 years 7 months ago #592 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
Does this one resolve the HaloCE issue ?

d3d9_32bits.zip
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3 years 7 months ago - 3 years 7 months ago #593 by lowenz
Replied by lowenz on topic Depth buffer detection modifications

Does this one resolve the HaloCE issue ?

d3d9_32bits.zip

No: 0 draw calls detected / 0 vertices / transparency-occlusion issues / accumulation bug in the starting screen (the classic rotating Halo with the Covenant Choir).
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago #594 by BlueSkyKnight
Replied by BlueSkyKnight on topic Depth buffer detection modifications

Testing Oblivion. Nice to see the depth buffer working. :)

https://cdn.pbrd.co/images/HVIgEhj.bmp


Thks a lot ;) . It seems that you do not use the very last version, because you should have more infos in the DX9 tab. Maybe this very last version could tackle the issues you encounter in Oblivion...


It still happens with the new dlls.

Video


Damn Mub Crab trying to keep me from showing you.


Could you show me what does it looks like in wireframe mode ?

In the future dlls, i will add the ability to select a specific clearance index.I will also test if it is possible to retieve back the original depth buffer after the maxindex (in order to keep the content of the depth buffer replacement, and let the game continue clearing the content of the original one).


Here you go this is how it looks in wireframe mode.


That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?
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3 years 7 months ago - 3 years 7 months ago #595 by thalixte
Replied by thalixte on topic Depth buffer detection modifications
Two new dlls:
d3d9_32bits.zip
d3d9_64bits.zip

What is annoying me is that i have not the artefacts you mentioned in Outlast (or in source games):

File Attachment:


File Attachment:


Can it be tested in HaloCE ?
Last edit: 3 years 7 months ago by thalixte.
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3 years 7 months ago - 3 years 7 months ago #596 by thalixte
Replied by thalixte on topic Depth buffer detection modifications

Here you go this is how it looks in wireframe mode.
That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?


Thks a lot ! For a better wireframe mode, please raise the far plane, or use the DisplayDepth.fx Daodan's shader in depth map view.
Last edit: 3 years 7 months ago by thalixte.
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3 years 7 months ago - 3 years 7 months ago #597 by Daodan
Replied by Daodan on topic Depth buffer detection modifications
The artefacts still show up. [Edit: After completing the objective in that particular area the glich is gone.]
Should I also try combinations of the other settings?


But after some running around it seems like this is happening only in a specific location.
In the hallway marked with the red arrow:


[Edit]
For a better looking wireframe: DisplayDepthWireframe.fx
Set 'Present Type' to 'Combined'.
Last edit: 3 years 7 months ago by Daodan.
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3 years 7 months ago #598 by BlueSkyKnight
Replied by BlueSkyKnight on topic Depth buffer detection modifications

Here you go this is how it looks in wireframe mode.
That sounds good. Specific clearance index is the same thing that's done one the dx10 dll right?


Thks a lot ! For a better wireframe mode, please raise the far plane, or use the DisplayDepth.fx Daodan's shader in depth map view.


It's The low-quality capture I am using :P........ and youtube compression.

I switched over to OBS.
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3 years 7 months ago - 3 years 7 months ago #599 by lowenz
Replied by lowenz on topic Depth buffer detection modifications

Can it be tested in HaloCE ?

Now it's working right, man! No fragment accumulation/dragging, no "dead" retrieving re-starting the game!
Last edit: 3 years 7 months ago by lowenz.
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3 years 7 months ago #600 by lowenz
Replied by lowenz on topic Depth buffer detection modifications
Halo 2 seems right too now! Awesome work!
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