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Re: postprocessing effect chain graphical anomaly
[Re: jcl]
#183375
03/04/08 14:20
03/04/08 14:20
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Quote:
Can you check out if you have the same problem when you remove that DLL from your project?
It happens without the DLL. The problem appears if I have more than one stage. I think, the more stages I have in a chain the heavier the errors are. At least I haven´t noticed them yet when using just one stage.
Take for example a simple bloom shader: -render the camera image into a texture and set a camera stage which makes dark parts black. -downsample that stage -blur it into x-direction -blur it into y-direction -upsample and combine it with the previously rendered texture
It is nothing big but already causes such errors.
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Re: postprocessing effect chain graphical anomaly
[Re: Zelek]
#199975
04/02/08 00:01
04/02/08 00:01
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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When will this be fixed?
After purchasing and putting Gstudio7 on my new computer I have this problem too(as in Slin's Photos). But it is random to an extent. It only happens on certain levels at a certain area all the time. As described here, it has to do with the new postproccessing commands, it affects the bloom, DOF, and heathaze shaders. The DOF and heathaze shaders are the recent ones just released as "Shade-C" in user contributions.
When I turn off all post processing, the problem goes away. It also seems to affect areas with more particles effects, I can even make it happen in areas it otherwise wouldn't using certain weapons that have more particle effects and sprites. And this seems to have a greater effect when the camera is moving fast. But it does happen when the camera is still. It also happens in fullscreen, just not as often.
Comp Specs:
Nvidia 8880 Ultra Intel Core2 QX6850 Extreme @ 3.0Ghz Windows Xp Media Center, latest updates Latest Nvidia Drivers(Forceware 169.21)
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