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User avatar   Crytek Staff Member Crytek Staff MemberMember since: 09.01.2008, 01:11Posts: 10628Location: Crytek HQ Likes: 652
 

 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
  • Weird graphical artifacts inside visareas (CE-45). Fixed in 3.6
  • Depth of field scaled incorrectly in sys_spec 4 (CE-350). Fixed in 3.6
  • Watervolume/Volumetric fog sometimes changes brightness depending on camera angle (CE-1186). Fixed in 3.6
  • Volumetric lights don't cast shadows in first person (CE-2381).
  • POM self shadowing not working (CE-3229).
  • Terrain Shadow casting results in poor shadows (CE-3626).

User avatar   Trainee TraineeMember since: 14.03.2011, 19:17Posts: 153Location: FranceStatus: Online Likes: 53
 

 Post Topic: Re: Graphical Artifacts
PostPosted 28.05.2014, 20:21 
Global illumination and caustics on water volumes dosen't works in 3.6.2

Workaround:
Set r_DeferredShadingTiled to 1 (and active e_GI for global illumination of course)

Edit: This workaround also solve the issues with the cloth shader
User avatar   Trainee TraineeMember since: 14.03.2011, 19:17Posts: 153Location: FranceStatus: Online Likes: 53
 

 Post Topic: Re: Graphical Artifacts
PostPosted 30.05.2014, 21:17 
I have just discovered a small but really noticeable issue in 3.6.2:

Self-shadowing doesn't works on parallax displacement mapping for any shaders.
The displacement itself works fine but the "self shadow strength" slider does nothing. This is a huge issue because this affects badly the look of almost every terrain textures.
User avatar   Crytek Staff Member Crytek Staff MemberMember since: 09.01.2008, 01:11Posts: 10628Location: Crytek HQ Likes: 652
 

 Post Topic: Re: Graphical Artifacts
PostPosted 30.05.2014, 23:20 
The self-shadowing works, it's just not adjustable atm. We have a ticket logged for it though :) Thanks for the info!

EDIT: Actually no you're right, sorry. I thought it was just not adjustable but it's not projecting shadows at all atm.



Image
Image
No dev/modding PM's please, use the forums! :)
User avatar   Trainee TraineeMember since: 14.03.2011, 19:17Posts: 153Location: FranceStatus: Online Likes: 53
 

 Post Topic: Re: Graphical Artifacts
PostPosted 31.05.2014, 00:24 
This is curious, I didn't see the self-shadowing at all, just the normal map contribution.
(screenshot taken at a low time of day: 08:28)

Image


Anyway I'm sure this will be fixed when it will be adjustable again so thanks for getting us informed :)
  Beginner BeginnerMember since: 09.11.2013, 20:26Posts: 26Location: AustriaStatus: Online Likes: 5
 

 Post Topic: Re: Graphical Artifacts
PostPosted 31.05.2014, 10:49 
I have a problem with flickering and SLI.
Strangely, I cant make a screenshot because It is not visible there, so I made a picture.
Graphics Card: GTX690
Attachments:

IMAG0731.jpg
  Beginner BeginnerMember since: 04.04.2014, 19:59Posts: 6 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 02.06.2014, 21:31 
Setups tried:
(1) 2x Intel Xeon e5-2620, 64GB ECC RAM, Radeon 7970 (Catalyst drivers tried 14.2, 14.4) Windows Server 2012 R2
(2) Intel i7 4820k, 24GB RAM, Radeon 7970 (Catalyst drivers tried 14.2, 14.4. 14.6b1 and b2)
Windows Server 8.1

Having issues with e_gsmcastonterrain casting some bizarre shadows onto terrain. I tried a few different things and wasn't able to fix this without reverting to a much older version.

Image

Image

Additional images at close range show popping and a large black shadow below the player position.

Also wanted to add while generating surface textures, ticking "Calculate Terrain Sky Accessibility" seems to crash the editor as well. Free SDK build works fine for this, cannot really trace a cause.

EDIT: Cleaned up


Last edited by unknownzero3 on 17.06.2014, 15:08, edited 1 time in total.
  Beginner BeginnerMember since: 27.06.2012, 06:47Posts: 1 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 03.06.2014, 21:56 
Quote by xXMICXx2:
I have a problem with flickering and SLI.


I've got the same problem with a pair of 770's, and newest drivers.

Quote by unknownzero3:
Also wanted to add while generating surface textures, ticking "Calculate Terrain Sky Accessibility" seems to crash the editor as well.


I can confirm this for my system as well.

I've also noticed that the alpha channel flickers black on terrain decals when GI is enabled. Not sure if this started with EaaS version.
User avatar   Beginner BeginnerMember since: 18.05.2014, 21:33Posts: 8 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 03.06.2014, 22:28 
Quote:
Also wanted to add while generating surface textures, ticking "Calculate Terrain Sky Accessibility" seems to crash the editor as well. Free SDK build works fine for this, cannot really trace a cause.


The same is happening here.
I create a new Scene, click whatever resolution for the terrain and when I click "Calculate Terrain Sky Accessibility" it crashes the Editor. Not only that but when I try to open the level, it shoots out this error and the level is forever lost.

Code:
[ 1]   [System]   Cannot find Central Directory Record in pak. This is either not a pak file, or a pak file without Central Directory. It does not mean that the data is permanently lost, but it may be severely damaged. Please repair the file with external tools, there may be enough information left to recover the file completely.   

The error. log and game.log are attached.
F.

P.S.: This error does not occur on the SDK.
Attachments:

Game.log
[32.35 KiB]
Downloaded 7 times
error.log
[2.43 KiB]
Downloaded 6 times
User avatar   Uber Modder Uber ModderMember since: 19.09.2009, 09:30Posts: 2596Location: Finland Likes: 169
 

 Post Topic: Re: Graphical Artifacts
PostPosted 03.06.2014, 23:17 
As the documentation says, terrain sky accessiblity is a deprecated feature now. It is pretty much replaced with probes in PBR.
  Beginner BeginnerMember since: 04.04.2014, 19:59Posts: 6 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 03.06.2014, 23:39 
Quote by RaZoR-FIN:
As the documentation says, terrain sky accessibility is a deprecated feature now. It is pretty much replaced with probes in PBR.


Ah thank you, that would make sense. Still having issues with shadowmaps having strange artifacting issues when using e_gsmcastonterrain = "1", can anyone confirm this?

EDIT: Lots of documentation needs updating, it says obsolete instead of deprecated. Should be working still


Last edited by unknownzero3 on 03.06.2014, 23:49, edited 1 time in total.
User avatar   Beginner BeginnerMember since: 18.05.2014, 21:33Posts: 8 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 03.06.2014, 23:42 
Quote by RaZoR-FIN:
As the documentation says, terrain sky accessiblity is a deprecated feature now. It is pretty much replaced with probes in PBR.


Roger that.
Much obliged!
  Beginner BeginnerMember since: 09.11.2013, 20:26Posts: 26Location: AustriaStatus: Online Likes: 5
 

 Post Topic: Re: Graphical Artifacts
PostPosted 04.06.2014, 23:02 
I have the same SLI proplems, which i described in my post above, in the new Dogfight Modul of Star Citizen. Im using a GTX690 with the latest driver (337.88)
  Trained Modder Trained ModderMember since: 09.12.2011, 02:15Posts: 201Location: Nova Scotia, Canada Likes: 3
 

 Post Topic: Re: Graphical Artifacts
PostPosted 07.06.2014, 15:59 
Anyone else notice that in 3.6.2+ there are no screen-spaced real-time reflections for the ocean?
User avatar   Skilled Modder Skilled ModderMember since: 15.04.2008, 13:25Posts: 749Location: Russia, Moskow Likes: 27
 

 Post Topic: Re: Graphical Artifacts
PostPosted 07.06.2014, 16:55 
Quote by Evohc:
Anyone else notice that in 3.6.2+ there are no screen-spaced real-time reflections for the ocean?

Same here. Current ocean looks way too cheap...


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