06-09-2015, 02:38 AM
Very definitely, a huge improvement on a lot of games, I wonder how bully looks, that had vertical stripes
God of War. Red line rendering explained.
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06-09-2015, 02:38 AM
Very definitely, a huge improvement on a lot of games, I wonder how bully looks, that had vertical stripes
06-09-2015, 02:53 AM
(This post was last modified: 06-09-2015, 02:53 AM by Blyss Sarania.)
Just saw the VP2 pic and DAMN that looks nice.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
06-09-2015, 03:10 AM
Yeah it does! Bit if speed death for no apparent reason at 3x though, unless I was hiring 3.5gb,i doubt it though
06-09-2015, 05:48 PM
Took me weeks of debug, and you manage to do it in a single day
Nice screenshot. For sky, I'm aware of the issue, it does partial masking. You know the thing I said not yet supported
06-09-2015, 05:50 PM
(This post was last modified: 06-09-2015, 05:50 PM by refraction.)
well at the moment its all very red and this is almost a copy/paste job of what you did, i have no idea what most of this code does!!
I suspect it is like this because im not actually converting it to a depth texture at any point, like you do. I'm not sure how im going to do that
06-09-2015, 05:51 PM
Use gow instead of sky. GoW rendering is basic.
06-09-2015, 05:59 PM
im not using anything specifically, im just playing with stuff then guessing
06-09-2015, 07:15 PM
Looking great
06-10-2015, 12:43 AM
Bit of a hack job, but hey, DX Seems to be mostly working.
It's not happy with Valkrie Profile during the cutscenes however texture cache depth is disabled (not implemented on DX) CRC's also disabled for demonstration purposes. |
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