SuiMachine / Deadly-Premonition-2---Sui-s-hack

Devs... ffs! How much can you suck at porting games
MIT License
29 stars 0 forks source link

Strange shadow #13

Closed panchenko9b closed 2 years ago

panchenko9b commented 2 years ago

Hello. Something that looks like a shadow moves with the character. This is noticeable only on the paved roadway, this is not observed on the sidewalk. If I change the texture resolution option to half, the shadow becomes barely visible, but distant objects, especially trees, become blurry. Is this how it should be with this setting or am I having a bug? Video for demonstration: https://youtu.be/VOa7eJwiMy4

SuiMachine commented 2 years ago

I think this might be because textures used for roads (whatever the opaque or transparent) seem to be entirely unfiltered, but I don't think it's possible to override (unless you replace the texture itself or extract it and build a new asset bundle with corrected settings)

panchenko9b commented 2 years ago

Ok, thanks for answer! So, if this is "normal" behavior for this setting, you can close the issue.

SuiMachine commented 2 years ago

OK, so... Albedos are filtered, but normal textures, metallic textures and occlusion textures are not.... and you can override them after all in runtime via scripts, it's just - you have to do it per texture (there is no global override).

https://github.com/SuiMachine/Deadly-Premonition-2---Sui-s-hack/commit/bba62fed6626bc1ad87c7e2328417d13a4bb4474 https://github.com/SuiMachine/Deadly-Premonition-2---Sui-s-hack/releases/tag/1.1.0Preview4

This should override all of those to be Trilinear filtered (with possible Anisotropic Filtering). This will however make the roads more blurry, as the texture resolution used for them is very low (and what's worse - some textures have noticeably lower pixel resolution per world unit, than textures used in neighbouring piece of road).

panchenko9b commented 2 years ago

Now there is no shadow. Looks good to me.