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What I plan to do:
- thin abstraction/API for mesh injection
- gltf loader as an example
- shader code reduction (regroup most things inside a common shader and #include)
- loading dialog for nati…
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**Any** version if RPCS3 on **any** hardware shows some SSAO scaling bug in Last of Us. It looks like black half-transparent lines on any geometry if resolution scaling is used above native 720p. But …
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### Short Description of the issue:
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### Steps to reproduce the issue:
...Spawned an old blueprint (Ulaan-class Escort, last updated in February) and all the angled and flat lighting fixtu…
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These screenshots are both taken with OptiFine HD U G7, and Sildur's Vibrant Shaders - Extreme-Volumetric lighting with identical settings. All versions of Vibrant Shaders are affected. Enhanced Defau…
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Perhaps this is outside the scope of this project, but the results are significantly different between the editor scene, and the lightmapped prefab in another scene with an otherwise identical setup. …
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Game runs fine however one particular graphical setting (Volumetric Effects Quality) has severe performance degradation compared to Windows, often seeing a third of the expected performance whereas Wi…
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# TL;DR
Skylight is not considered when rendering blocks that are 'under' another block. Note that this is different than having 'shadows', in the sense that even without shadows, lightlevels for b…
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I notice that when loading meshes, the Chunk Statistics tab shows that the visible chunks GPU memory fills up with all the fragments for `type: precomputed/MultiscaleMeshSource` before they then appea…
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![image](https://user-images.githubusercontent.com/19427259/117100583-ac30fc80-ada6-11eb-86ab-92354f0e798e.png)
Hi, I don't know how to get the index of specified Entity, For example ,when I want to…
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Whenever I render in SFM, DXVK usually produces 100% normal results, unless I am doing something with volumetric lighting (crashes SFM). I noticed that proton-tkg has the option to enable Gallium Nine…