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Re: postprocessing effect chain graphical anomaly [Re: jcl] #204482
04/29/08 15:24
04/29/08 15:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I´ve got an Xpert Vision 8800GTS with 640mb. I just reinstalled the ForceWare driver version 169.21.
Edit: I am using Windows XP Home and the latest DirectX 9.0c release. I know of two computers not having the problem with Windows Vista 64bit and an 8800GT and 8600GT.

I just send you an eMail with a downloadlink for my projectfiles as you asked me to in this thread. Press F1, F3 and F4 and go to the hangman on top of the hill and look to the house. That looks like this for me all the time:



Last edited by Slin; 04/29/08 15:38.
Re: postprocessing effect chain graphical anomaly [Re: jcl] #204557
04/29/08 21:48
04/29/08 21:48
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Windows XP Media Edition
4 GB Ram
Intel Quad Core 6850
8800 Ultra
Any of the last 2 Official Nvidia Driver releases(but it happens with there new beta one as well)

A7 Beta that was released in March

I am thinking that you guys must not have a machine with an 8800 in it. It is so very visible here one every level, almost all the time. If I add even more post processing(DOF, Haze), and particle effects, it is all you see at all times. Which is frustrating since I want to showcase my latest effects in a video to a publisher soon but cannot.

I think later tonight I can try make a demo for you to try of this effect.


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] #204610
04/30/08 07:04
04/30/08 07:04
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I sent a demo to your conitec.net address. The problem occurs about 50% of the time in this level for me. Here is a screenshot:




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] #204684
04/30/08 18:29
04/30/08 18:29
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
The same what slin has. With level with river and with slin's demo.
I have 8600GT, 32bit XP.


Never say never.
Re: postprocessing effect chain graphical anomaly [Re: William] #204804
05/01/08 19:32
05/01/08 19:32
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
thats a warning from GOD.
"You can't copy the perfect mother nature"

Re: postprocessing effect chain graphical anomaly [Re: MMike] #206585
05/14/08 13:41
05/14/08 13:41
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
if i may drop something too..

I had this problem before too but with A6, and now i also have it with Torque Game Engine but not Torque Game Engine Advanced.

I'm sure this problem is not related to 3DGS. I somehow think it has to do with the DirectX SDK, but not sure yet.

BTW i have an ATI Radeon X1600XT, so no nVidia this time.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: postprocessing effect chain graphical anomaly [Re: Captain_Kiyaku] #208334
05/26/08 18:14
05/26/08 18:14
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
What's the status on this?


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] #210397
06/10/08 09:22
06/10/08 09:22
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Brief update. According to the reports I received so far, the problem seems to occur with several 3D cards and several drivers, but only under Windows XP. So it's apparently not directly related to the driver or 3D hardware.

I had it on one 8600 GT system here also, but that turned out to be temperature dependent, and thus was obviously a hardware problem. I can not observe it here on any other 8600 or 8800 system.

The pattern of the problem suggests that nVidia can probably do nothing on their end. My guess is now also that it's a DirectX bug. The next step for me would be to test if a change of the DirectX version has an effect on this problem.

Has anyone ever observed this on a non-XP OS?

Re: postprocessing effect chain graphical anomaly [Re: jcl] #210631
06/11/08 19:56
06/11/08 19:56
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
What I don´t understand is, why this problem does not occour anywhere else for me, only in A7.
Even my probably very dirty postprocessing class for irrlicht (rendering with D3D9) works fine. All it does is to create a screenaligned quad with a shader on it. This is rendered into a texture, then there is another screenaligned quad with a shader on it which gets passed the texture and so on, the last "stage" renders to the screen.
I thought that is how it is basicly done? So what is different in GameStudio?

Re: postprocessing effect chain graphical anomaly [Re: Slin] #210641
06/11/08 21:03
06/11/08 21:03
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I agree, it's something A7 only. I've played a many different games and have never had this problem yet with the exception of A7. So I highly doubt it could be a DirectX bug, if it was, wouldn't every other game out there have this as well?

And I haven't observed it on a non-XP OS, but then again, the large majority of people use XP to play and develop, so that's probably why there is no one reporting it if it does exist on Vista as well.

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