Posts: 199
Threads: 2
Joined: Apr 2015
Reputation:
14
07-16-2015, 08:20 PM
(This post was last modified: 07-16-2015, 09:34 PM by turtleli.)
Ok, tested. That makes the shadow overlay disappear, but doesn't fix the missing shadow at that location. Shadows still work fine at other locations. Forgot to mention HW depth is required for shadows.
EDIT: Ok, seems like shadows actually appear before the commit I indicated (Windows, didn't test Linux). But very flickery. No shadow overlay though in release build.
Posts: 20.347
Threads: 405
Joined: Aug 2005
Reputation:
555
Location: England
You'll have to put the CRC hack level up to minimal (i think) for now to fix MGS3, that will make it exactly how it was before.
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
@turtleli
Well debug code is still broken. The issue is that the initial value of target is wrong.
1/ release code take random data, sometime it takes the previous RT that were wrongly discarded by the texture cache. So blending is not too bad, except opengl discard the data. I don't know what to do on that subject.
2/ debug/dev code, clear @ 0 the RT. Less noise but still wrong.
@Dr_Hycodan
Do you mean with CRC full ? I think I can improve the rendering but it is quite complex and it requires big update.
Posts: 20.347
Threads: 405
Joined: Aug 2005
Reputation:
555
Location: England
OpenGL should be fine in Minimal/Partial.
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
OpenGL need partial actually. Hum, I'm not sure that you deals with the same blue overlay.
1/ The old one is dark blue cloud
2/ The new one is light blue overlay
Posts: 20.347
Threads: 405
Joined: Aug 2005
Reputation:
555
Location: England
From what I remember, it should be a yellowish overlay to simulate lighting colour, but from last i knew it was a case of the top left corner was correct and the rest was blue, i believe it was a texture cache problem?
Posts: 246
Threads: 58
Joined: Oct 2012
Location: United States
07-17-2015, 09:15 PM
(This post was last modified: 07-17-2015, 09:16 PM by Dr_Hycodan.)
Well even though it might be more broken than before, but I can tell it's actually getting more accurate because you have most of the post processing correct, except when it shows sunrise, the bloom is way too bright making the plane and clouds invisible with just a white screen. And is there any way to fix the shadows in silent hill 4 and onimusha 2 yet?
Posts: 505
Threads: 25
Joined: Jan 2009
Reputation:
2
Location: USA
@Gregory, any insight on the dump file I posted, i.e possible leads on what's causing incorrect framebuffer effects?
Custom Desktop
CPU: Haswell Core i7 4770 3.40 GHz (3.90 GHz w/ Turbo Boost)
CPU Instructions: MMX, SSE1, SSE2, SSE3, SSSE3, SSE4.1,
SSE4.2, EIST, iAMT2, Trusted Execution Technology (TXT)
OS: Windows 10 Home Edition 64-bit
RAM: 16 GB DDR3 SDRAM
HDD: 3 x 1 TB Western Digital HDD
Video: eVGA GeForce GTX 970 4 GB GDDR5
Audio: Realtek 5.1 HD Audio