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Re: postprocessing effect chain graphical anomaly [Re: Slin] #183374
03/04/08 13:59
03/04/08 13:59
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

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jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,982
Frankfurt
I could confirm graphical anomalies on a few machines, but only with your project. You're including a DLL that uses a different DirectX version than Gamestudio. Theoretically this could work, but maybe the conflict between the two versions causes problems with some video drivers, or maybe theare's some other problem with that DLL.

Can you check out if you have the same problem when you remove that DLL from your project?

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183375
03/04/08 14:20
03/04/08 14:20
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
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.

Re: postprocessing effect chain graphical anomaly [Re: Slin] #183376
03/05/08 08:29
03/05/08 08:29
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,982
Frankfurt
No, with other postprocessing projects, such as the shader postprocessing workshops, it does not happen here. But it's hard to tell because the effect is rare. It looks as if the data buffer on the 3D card jumps out of sync for one frame dependent on the content of the image. I'll check the problem in more detail in the next days.

If you have a _simple_ project where this problem happens too, please send it to the support. Maybe the reason is something in the shader code.

Re: postprocessing effect chain graphical anomaly [Re: jcl] #183377
03/05/08 15:07
03/05/08 15:07
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
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Joined: Feb 2002
Posts: 357
Florida
I just sent a small level to support. Hopefully this helps.

Re: postprocessing effect chain graphical anomaly [Re: Zelek] #199975
04/02/08 00:01
04/02/08 00:01
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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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Re: postprocessing effect chain graphical anomaly [Re: William] #200151
04/02/08 19:57
04/02/08 19:57
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
After more testing, I noticed it's very widespread and appears in all my levels quite frequently. This is a pretty bad problem...


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: postprocessing effect chain graphical anomaly [Re: William] #200215
04/03/08 00:24
04/03/08 00:24
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
Yeah, it's still a large problem for me as well. I've been working on a postprocessing related project that I will need to submit in less than a month, and it appears this glitch will exist in my published project. Perhaps only for users with certain video cards, but still... \:\(

Re: postprocessing effect chain graphical anomaly [Re: Zelek] #200216
04/03/08 00:31
04/03/08 00:31
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
The 8800 series are very common though, and that is a problem.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: postprocessing effect chain graphical anomaly [Re: William] #200255
04/03/08 09:10
04/03/08 09:10
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,982
Frankfurt
I have already forwarded this problem to nVidia, but have no response yet. So I can't say when it will be fixed.

Re: postprocessing effect chain graphical anomaly [Re: jcl] #200261
04/03/08 09:57
04/03/08 09:57
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
And I am assuming they will respond and fix it soon. Please update as soon as you fix it, it is a terrible thing to not be able to use any of the post processing updates for lite-c, this is why I converted to lite-c in the first place. Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
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