God of War. Red line rendering explained.
#41
Very definitely, a huge improvement on a lot of games, I wonder how bully looks, that had vertical stripes
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#42
Just saw the VP2 pic and DAMN that looks nice.
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#43
Yeah it does! Bit if speed death for no apparent reason at 3x though, unless I was hiring 3.5gb,i doubt it though Tongue2
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#44
Well, im slowly getting there with DX Smile


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#45
Took me weeks of debug, and you manage to do it in a single day Tongue2

Nice screenshot. For sky, I'm aware of the issue, it does partial masking. You know the thing I said not yet supported Wink
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#46
well at the moment its all very red Tongue 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 Wacko
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#47
Use gow instead of sky. GoW rendering is basic.
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#48
im not using anything specifically, im just playing with stuff then guessing Tongue2
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#49
Looking great Smile
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#50
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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