Closed Boulotaur2024 closed 10 years ago
Nope !
Hi, i don't know is this is the right place, but I was able to get SAO to work with Gears of War (zbufCompatibilityFlag 6; zBufClearIndex 1) however theres an issue when aiming down sights character becomes transparent. (compassion on and off) I was trying setting different values for float nearZ; float farZ; NUM_SAMPLES and float radius, but nothing solve the issue. Maybe you know what can cause it? I also tried Devil May Cry 4, but no mater what values I use for zbufCompatibilityFlag and zBufClearIndex I'm getting this.
Hi Koklusz. Thanks for the report !
About GoW yeah I know it sucks but this game is going to be problematic I'm afraid. I tried a few things this morning but I can't seem to go anywhere. I can't get the transparency to go away either. I'm sorry. I know it's distracting.
About DMC4 this is my go-to game to test things on so I should know if something is not working. I'm really suprised you got something so "destructive" on your end. I haven't been able to reproduce that at all even using the wildest flags. Wich leads me to wonder : by any chance would you have MSAA enabled in the game options ? And a NVIDIA card ? If so you might want to disable it (I mean MSAA not your card :D) and see how it goes. You shouldn't need any zbufCompatibilityFlag at all for this game. Admittedly the AO could be very weak with my previous (and current Github release) default settings for SAO. So it might work anyway but barely show. Sorry about that
Cheers mate
Thanks for response Boulotaur, I have NV GTX 260 and turning off MSAA did fixed the problem with DMC4, sucks about GoW though. But I have another question, is there any way to get rid of AO bleeding through, for example, fog, or is this byproduct of injection method and nothing can be done about it?
Yeah I'm afraid it's bound to happen with injected SSAO as we don't have all the elements at hand. Ideally the AO should be combined with and attenuated by ambient lighting. But we don't have control over the lighting in the game. We do use a cheap trick however to work around that : there is a _luminositythreshold parameter that takes brightness into account. With this on the brighter the image the less AO should contribute. If you turn it down as low as 0.16 it might do the trick. Well that's very suboptimal of course since the fog could be not that bright but this is the best we can do for now.
Thanks, I'm gonna try it.
I'm done for now btw. The grid pattern as explained here happens whenever SCALE is set to (2) in SAO.fx. It even shows in a WebGL implementation if you set it to 2. I increased the number of blurPasses and set SCALE to (1) in the shader. Really looks nice as well.
Sorry for the mess with some of these commits. I'm still struggling with Git obviously. Hope everything goes well when merging