05-01-2015, 02:22 PM (This post was last modified: 05-01-2015, 02:30 PM by shinra358.)
(05-01-2015, 02:18 PM)gregory Wrote: Here my rendering (on 6x scaling). Where is the issue for the grass?
5x here. Yeah, I see it on yours too. See that line to the left of the character on the ground? And on my pic a few posts back, see how that line isn't there for dx11 (I rotated the camera to show that it is a box of misplaced grass texture on my pic) but is there on opengl?
Outlined the subject for clarity:
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
05-01-2015, 02:39 PM (This post was last modified: 05-01-2015, 02:40 PM by shinra358.)
lol, hope it doesn't last that long. Since we are on the subject of SoTC, do you think it is possible across the backend board for you to freeze the bloom effect in place from being repositioned by the tc offset hacks? It moves with the tc offset hacks. So if you could unjunction it from those hacks, the overbloom problem will be fixed. (Unjunction = whatever you put as the tc offsets, the bloom will still be in it's original position and not pulled down to create the over bloom).
Lastly, since you are on a roll, think you can push out a fix for the shadow problem with Ghost Hunter (when smoke comes out from shooting)?
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate