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User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8375Location: Crytek HQ Likes: 39
 

 Post Topic: Graphical Artifacts
PostPosted 19.10.2011, 11:42 
Please provide any feedback/issues regarding Graphical Artifacts below. Steps to reproduce the issue are necessary in order to find and fix any issues.

Please keep chatter to a minimum in these threads so that it's easier for us to find important information. This first post will be kept up to date with any known issues. Any work-arounds will be posted here also.

Known Issues
  • Weapon receiving excessive motion blur (2080)
  • Object motion blur not working - general motion blur bugs
  • Chroma-shift filter node makes screen go pixelated
  • ShadowSlopeBias is not functioning



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No dev/modding PM's please, use the forums! :)

User avatar   Uber Modder Uber ModderMember since: 15.10.2009, 10:44Posts: 1167 Likes: 20
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 03:48 
Winter level full of visual artifacts. Sun dissapering, shadows flickering and moving everywhere and so on.

Just look at this...

UPDATE: This s...t happen in old Forest level too. Something very very very wrong with shadows.
Attachments:

fuckingshit01c.jpg
fuckingshit01b.jpg
fuckingshit01a.jpg

  Beginner BeginnerMember since: 15.08.2011, 08:27Posts: 3 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 08:22 
Quote by Plastix:
Winter level full of visual artifacts. Sun dissapering, shadows flickering and moving everywhere and so on.


Yes. This is a new problem in 3.4.4.
On my machine, the easiest way to reproduce it is: create a new map, switch to game mode, switch weapon to the rocket launcher and it happens.
screenshot.jpg

It seems that when something is spawned on the ground, a square shape shadow will appear. Hope this can narrow down the source of the problem.
  Experienced Modder Experienced ModderMember since: 18.04.2012, 04:28Posts: 446Location: uk Likes: 1
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 09:15 
player shadow is not being cast in 3.4.4! the head does but no body, hands or legs.
User avatar   Media Support Media SupportMember since: 04.12.2007, 03:23Posts: 6859Location: Norway Likes: 29
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 09:44 
Player shadow is casting just fine

cast_shadow.png


 
 
 

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  Experienced Modder Experienced ModderMember since: 18.04.2012, 04:28Posts: 446Location: uk Likes: 1
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 13:14 
not my end! tried both 64 and 32 bit!? running windows 7!
Attachments:

shadow2.jpg
shadow.jpg
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8375Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 13:18 
Thanks for the reports guys. Please remember to attach logs.



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User avatar   Experienced Modder Experienced ModderMember since: 10.07.2011, 12:05Posts: 444Location: Look under your bed.. Likes: 3
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.02.2013, 13:49 
There is still the black sun while underwater on DX11 with tessellation enabled.
Image OCean
Image River
Then there is also the flickering(very dependent on the angle you're viewing) on the ocean/river due to a river being present in the level. As well as the river color not always showing correctly for me

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While writing this up and doing a few tests I discovered the following.
When disabling aero effect and running the editor. Some of my terrain is extremely shiny all of a sudden (ToD was at 10 AM) as if the specular setting on the material was very high.

I've attached my Editor log. A few things for extra info

Running Windows 7 64bit, (aero theme enabled) tried disabling with no effect on the flickering issues etc.

Using an Nvidia Geforce GTX 550 TI
4GB Ram (DDR2)
Intel Core 2 duo E7500 2.93 GHz
Latest Drivers (Non Beta)
Attachments:

Editor.log
[45.57 KiB]
Downloaded 8 times


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User avatar   Uber Modder Uber ModderMember since: 04.11.2007, 00:05Posts: 1951Location: Sweden Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 13:16 
I can't get Light Shapes to work, they just turn the lights off, seemingly, while Light Boxes work just fine. Although it seems generally buggy as well, sometimes the box works, sometimes it works for one light, stops working for another and such.

Reproduce by using Light Box and Light Shape.

Also, it's almost impossible to incorporate anything where you need under 100 in opacity into a scene, as it will stop receiving shadows, light and specular, except for specular and light from the sun, and some TOD settings. So basically, it will only look ok out in the sun where there are no shadows or other visible lights.

I've been moaning about this since the first release of the free SDK more or less, but I think it's kind of important that 99% of the opacities aren't working :P
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8375Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 13:21 
Are you using archetype lights? This is a known issue they don't work with lightshapes/box. All others should work though.

Can you give an example of your setup with regards to the opacity issue?



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User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9498Location: Finland Likes: 36
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 13:49 
Quote by VABG:
Also, it's almost impossible to incorporate anything where you need under 100 in opacity into a scene, as it will stop receiving shadows, light and specular, except for specular and light from the sun, and some TOD settings. So basically, it will only look ok out in the sun where there are no shadows or other visible lights.

I've been moaning about this since the first release of the free SDK more or less, but I think it's kind of important that 99% of the opacities aren't working :P

Yeah that's an issue with transparent materials and deferred rendering. Using the Glass shader can help with getting decent look for transparent objects, but it's a technical limitation that materials with opacity simply can't receive lighting. :)
User avatar   Uber Modder Uber ModderMember since: 04.11.2007, 00:05Posts: 1951Location: Sweden Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 14:26 
Quote by the_grim:
Yeah that's an issue with transparent materials and deferred rendering. Using the Glass shader can help with getting decent look for transparent objects, but it's a technical limitation that materials with opacity simply can't receive lighting. :)

But they do receive lighting from the sun without any problems :/

Quote by Cry-Adam:
Are you using archetype lights? This is a known issue they don't work with lightshapes/box. All others should work though.

Nope, regular lights.
Quote by Cry-Adam:
Can you give an example of your setup with regards to the opacity issue?

My main issue is with flashlights + windows. If you're going to have a flashlight in a game, or any movable lightsource, and at the same time any larger glass surface, you will need specular on them for it to look acceptable.

Also they can't receive lightprobe lighting either, seemingly making box projected cubemaps impossible as well.
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8375Location: Crytek HQ Likes: 39
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 15:09 
Quote:
Nope, regular lights.

Works here:
ScreenShot0000.jpg

Quote:
My main issue is with flashlights + windows. If you're going to have a flashlight in a game, or any movable lightsource, and at the same time any larger glass surface, you will need specular on them for it to look acceptable.

Gotchya. Force the pointlight to forward by using: e_DynamicLightsForceDeferred=0

ScreenShot0001.jpg

Quote:
But they do receive lighting from the sun without any problems :/

The sun is still a forward light :)



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User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9498Location: Finland Likes: 36
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 15:19 
Quote by Cry-Adam:
Quote:
But they do receive lighting from the sun without any problems :/

The sun is still a forward light :)

Yeah my bad, should've mentioned that this limitation only applies for deferred lights. :)
Quote by Cry-Adam:
Gotchya. Force the pointlight to forward by using: e_DynamicLightsForceDeferred=0

ScreenShot0001.jpg

This will surely come in handy! :) I'm pretty sure I tried that cvar previously with no apparent effect, but I don't think I tried to verify the command's functionality by checking with glass reflections... :)

Just wish that command would make forward lights other than the sun contribute to GI. :P Any chance of that getting noticed as a feature request?

Quote by VABG:
Also they can't receive lightprobe lighting either, seemingly making box projected cubemaps impossible as well.

Check this from the Glass Shader documentation (should work with any material with opacity):
Image
User avatar   Uber Modder Uber ModderMember since: 04.11.2007, 00:05Posts: 1951Location: Sweden Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.02.2013, 15:48 
Quote by Cry-Adam:
Gotchya. Force the pointlight to forward by using: e_DynamicLightsForceDeferred=0

Damn, this didn't work either, now the lights don't work in shadows, and causes an area to be shadowed unless it casts shadows.
Forward.jpg
And this time the light shape sort of worked, although with an artifact, I guess I might be able to tweak it away perhaps.
LightShape.jpg