GSdx
Not only that, there are shade triangles on the ground that are misplacing the ground grass textures.
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
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Here my rendering (on 6x scaling). Where is the issue for the grass?


Attached Files Thumbnail(s)
   
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(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
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Ah yes, the strange colored square... Thanks very much. I guess I have win another week of intensive debug Tongue2
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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
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Unfortunately GS is quite hard to debug. I will try first to reach DX11 level with the opengl renderer. It is the "easiest" way.

By the way, could you post your GSdx.ini file too.
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Code:
[Settings]
ShadeBoost_Contrast=50
ShadeBoost_Brightness=50
ShadeBoost_Saturation=50
ModeWidth=1920
ModeHeight=1080
ModeRefreshRate=120
Renderer=12
Interlace=7
AspectRatio=0
upscale_multiplier=5
windowed=0
filter=1
paltex=1
vsync=0
logz=1
fba=1
aa1=1
fxaa=1
nativeres=0
resx=1920
resy=1080
extrathreads=9
ShadeBoost=0
UserHacks=1
UserHacks_MSAA=0
UserHacks_AlphaHack=0
UserHacks_HalfPixelOffset=0
UserHacks_SpriteHack=0
UserHacks_SkipDraw=0
UserHacks_WildHack=0
UserHacks_AggressiveCRC=0
UserHacks_AlphaStencil=0
UserHacks_DisableCrcHacks=0
Adapter=default
UserHacks_TCOffset=0
CaptureWidth=854
CaptureHeight=480
CaptureVideoCodecDisplayName=@device:cm:{33D9A760-90C8-11D0-BD43-00A0C911CE86}\wmv3
UserHacks_NVIDIAHack=1
shaderfx=1
TVShader=1
MaxAnisotropy=16
AnisotropicFiltering=1
shaderfx_conf=shaders/GSdx_FX_Settings.ini
shaderfx_glsl=shaders/GSdx.fx
ocldev=NVIDIA Corporation GeForce GTX 980M OpenCL C 1.1 GPU
Userhacks_stretch_sprite=0
Userhacks_align_sprite_X=1
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
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Disable logz. Situation will be a bit better.

Edit: new git will force disable logz when gl 4.5 is supported.
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Yeah, looks better. Only did a quick test though.
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
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Ready for some more magic? SotC appears to no longer crash.

Edit: There are still driver crashes, but they seem to be random and infrequent.

Edit2: Slightly more than infrequent. if it doesn't crash on load, then within 15 minutes usually
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