gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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[Ultra Low Priority] Inconsistancy with depth buffer access in perfect dark (nitpicking at this point, everything is perfect now, fantastic work) When using fly by wire on the slayer, the camera behaves as if it was a cutscene rather than gameplay. (will elaborate below) #2639

Open CadetSparklez opened 2 years ago

CadetSparklez commented 2 years ago

Ok so basically depending on the situation the depth buffer access works one of 2* ways:

  1. Only the weapon hand is in the depth buffer (during gameplay)
  2. everything is in the depth buffer except ui (during cutscenes) 3. No depth buffer access ( actually same as 1 on the camspy/drugspy/bombspy/horizon scanner but the weapon hand is not on screen (ok fine if you look at yourself its technically on screen))

However when using the fly by wire fire mode on the slayer, the camera behaves like the cutscene camera and has full depth buffer access.

Isn't that better? Normally yes, but there is a reasonable reason why one would want it to behave in line with everything else during actual gameplay.

That is that if I tune post processing for use during gameplay, I'm making it to look and perform well under the unique conditions of where I have my depth buffer access (only on my shiny guns). When the entire scene is included, making everything reflective and having hard shadows looks very bad. Also since the entire scene is now included performance dies. Where were you when club penguin was kil?

Obviously this is a very minor issue, but kinda sucks that I have to shut off my post processing which looks great when I use slayers in multiplayer. Maybe some will consider the game going to quarter speed a feature like the combat boost? Lol

mudlord commented 2 years ago

Hardware framebuffer textures. Maybe the game itself doesn't use the depth buffer in that case?

Jj0YzL5nvJ commented 2 years ago

Some emulation features are performance killers depending on your hardware and operating system. Coverage and depth compare are the worst offenders, you can disable/enable depth compare with a hotkey at any time if you have NVIDIA hardware.

Threaded video is a godsend for Linux users, but has long been unusable on Windows.

Xii-Nyth commented 2 years ago

Oh no guys I'm not talking about the depth buffer itself causing performance issues. I am causing my own performance issues with my reshade effects.

But Those reshade effects have to have depth buffer access in order to work. So Basically for the majority of the time depth buffer access is only over a small portion of the screen space where your weapon is, but then when you fire a rocket all of a sudden it gets significantly worse (and makes everything a reflective surface).

It would require a per game tweak that some people might not even want, which is why I added low priority in the title.