Closed C0DELEVEL closed 1 week ago
Cannot reproduce the problem on 22512. Did you test it on a pure(without any custom modifications) freeroam server?
As I've already said above, it was hard to debug.. But now I have more details and it's not hardware dependent, but the graphic settings dependent.
The bug is visible when you have following graphic settings set (not sure if all, but on such setup I confirmed the issue for ~5 players and myself):
Also, the weather id 4 should be set (not sure)
Wearing jetpack increases chance of issue becoming apparent
Tested on 22505 and 22512.
@tederis Please let me know if you were able to reproduce the issue, you can also dm me on dc (xskyex_
), will try to help reproducing it.
I can confirm that it's happening both on 22505 and 22512, however it's very hard to see this glitch without having jetpack on or having nitro toggled in a car. Seems like it's not dependent on weather (i'm using weather id 1).
As I've already said above, it was hard to debug.. But now I have more details and it's not hardware dependent, but the graphic settings dependent.
The bug is visible when you have following graphic settings set (not sure if all, but on such setup I confirmed the issue for ~5 players and myself):
- Fullscreen borderless
- Very high preset
- Anisotropic filtering off
- AA x3
- Heat haze enabled <-- this setting is mandatory and enabling/disabling this toggles the bug (but only with above settings setup)
Also, the weather id 4 should be set (not sure)
Wearing jetpack increases chance of issue becoming apparent
Tested on 22505 and 22512.
@tederis Please let me know if you were able to reproduce the issue, you can also dm me on dc (
xskyex_
), will try to help reproducing it.
I was able to reproduce the issue now. Thanks for the detailed report. I'll fix it in the next few days.
Okay, I've made a little research on this topic. And there's no perfect solution. We have two ways here: 1) Fix the issue by using an additional depth-stencil buffer. All will work as expected, but requires an extra VRAM. 2) Do not use an extra buffer and put a hook right after the color filter pass. No additional VRAM is used, but narrows the list of post effects that are expected to be rendered before the "postfx" stage. In other words, color correction will be before "postfx" stage, but heat haze, grain, infrared effects after the stage.
What do you think? Which way is better?
What do you think? Which way is better?
Many projects already have problems with lack of memory, so, imho, the second option is better.
What do you think? Which way is better?
I would also lean towards the second option
Fixed in #3478
Describe the bug
After the
postGUI
tostage
changes (i think) it behaves strangely for some players (about 30% of ~400 unique players) - it renders through walls and gta sa buildings (behaves like postGUI=true) depending on the angle from which you look.The issue exists when
stage
parameter is set tofalse
(legacy) orpostfx
Steps to reproduce
-2020.1213378906,-98.689750671387,35.1640625
Version
Multi Theft Auto v1.6-release-22505
Additional context
An example showing the annoyance of the issue: click to view image
and result using the above example code:![image](https://github.com/multitheftauto/mtasa-blue/assets/107777575/5958269e-3e95-4f65-831f-4c857a83f78f)
Relevant log output
Security Policy