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  Beginner BeginnerMember since: 08.02.2008, 05:12Posts: 9 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 06.02.2013, 12:45 
POM is not working for me properly, I've tried the editor with the latest 3 sets of AMD Catalyst Drivers (latest being 13.2). As can be seen in the screenshot below, the edges are jagged. There are a lot of areas where the POM warps/distorts oddly as well either walking or prone while moving. My card is a 7870 ghz edition on Win7 64 bit.

http://i.imgur.com/yKjRIRq.jpg?1

Sometimes I notice a flat transparent white box/plane around the character's feet in 3rd person mode (when stepping on the ice near the waterfall). The shadows for the player model only start rendering incorrectly for me if I die and respawn. Another bug I noticed is that when I run in 32 or 64 bit mode with -dx9 in the launcher's shortcut, the birds are about 1000 times the size and clip through the map so you can only see a couple feet in front of you.

My other main problem is that the SDK launchers hate my 120hz monitor and only run in fullscreen mode at 60hz. The DX11 launchers also exhibit a lot of strange pulling/frame lag when I look around the levels even though my fps is high. Sometimes just looking down and sidestepping makes it smooth, until I look back up and focus on a point of reference (Far Cry 3 also suffers this problem on my system). This weird frame lag completely disappears if I run the Launchers in dx9, causing the in-game experience to be smooth.

  Trainee TraineeMember since: 03.09.2011, 02:57Posts: 119Location: Chapel Hill, North Carolina Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 07.02.2013, 01:26 
Stereo 3D output appears to not work in DX11 mode. Trying to do this causes a large black square to cover most of the screen (see attached screenshot). This is in a clean version of CDK 3.4.4 and using the attached system.cfg file.
Attachments:

system.cfg.txt
[1.54 KiB]
Downloaded 17 times
CDK_DX11_blackSquare.png


Graduate student at the UNC-Chapel Hill Department of Computer Science. All views expressed are my own.
User avatar   Media Support Media SupportMember since: 04.12.2007, 03:23Posts: 7096Location: NorwayStatus: Online Likes: 64
 

 Post Topic: Re: Graphical Artifacts
PostPosted 07.02.2013, 01:41 
It's working just fine. You are using the wrong settings. You need to output r_StereoOutput.

try

Code:
r_StereoDevice = 3 (3 = Stereo Driver)
r_StereoMode = 2 (1 = Dual Rendering, 2 = Post Stereo)
r_StereoOutput = 6 (6 = Anaglyph, 4 = side-by-side)


 
 
 

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  Trainee TraineeMember since: 03.09.2011, 02:57Posts: 119Location: Chapel Hill, North Carolina Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 07.02.2013, 03:21 
Lavizh, that runs correctly but does not produce any 3D output for me. I do not have a standard 3D monitor, but rather a dual-head setup where each eye needs to go to a separate monitor. My lab uses a head-mounted display that requires this as input.

As far as I could tell from the SDK docs here and here, I am supposed to use r_StereoDevice=4 for dual-head hardware. What I should use for r_StereoOutput has never been clear, but 0 was the only value that I got to produce dual video signals. As mentioned, this works in DX9 but has a box issue in DX11.

I've been trying to figure this out for a while, so I'll take any other suggestions you might have. ?(

(For what it's worth, the two docs I listed are not consistent. I'm guessing the sandbox one is out of date.)


Graduate student at the UNC-Chapel Hill Department of Computer Science. All views expressed are my own.
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9565Location: Finland Likes: 49
 

 Post Topic: Re: Graphical Artifacts
PostPosted 08.02.2013, 20:07 
The Snow entity has some serious graphical bugs that prevent the efficient (dynamic) use of it to gradually add snow to non-snowy levels.

This is the starting situation. I want to gradually add snowfall to my level (should be easy enough with flow graph):

Image

The first visual problem occurs when I start incrementing the Snow amount of the snow entity. No actual snow is appearing when the value is low such as 0.1, but already the entire terrain is overlaid with a bluish hue and specular highlight independent from the terrain material.

Image

This effect only affects terrain, and only extends as far as the detail texture (even outside the snow entity's area of influence). There's no setting or cvar to adjust the specular amount of the snow or to disable it from applying on terrain that has no snowfall.

Another visual artifact is that the snow sometimes doesn't seem to distribute properly over terrain. Depending on the camera position, part of the snow disappears, seemingly drawing a dry line below a certain terrain elevation.

Snow is distributed properly:
Image

Moving the camera slightly makes the snow below a certain elevation disappear:
Image

I haven't been able to pinpoint the reason for this behaviour, but this effect seems to be dominant when the player is close to the ground; snow appears correctly over the whole terrain only in rare cases when the camera is moved to some specific location high from the ground. The snow line appears consistently (in this particular level), always at the same elevation regardless of the position of the snow entity. Snow is distributed properly over brushes and other static objects beyond the snow line; the bug only affects terrain.


A third issue is that snow doesn't affect vegetation objects. That functionality would be nice to have (once the visual bugs are fixed). ;)
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8446Location: Crytek HQ Likes: 62
 

 Post Topic: Re: Graphical Artifacts
PostPosted 08.02.2013, 20:39 
It does effect vegetation, but not with bending. Snow won't accumulate on moving objects.



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No dev/modding PM's please, use the forums! :)
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9565Location: Finland Likes: 49
 

 Post Topic: Re: Graphical Artifacts
PostPosted 08.02.2013, 22:21 
Quote by Cry-Adam:
It does effect vegetation, but not with bending. Snow won't accumulate on moving objects.

That's good to know, and actually pretty logical. :)
  Beginner BeginnerMember since: 02.07.2011, 14:43Posts: 17 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 09.02.2013, 12:43 
Hello,

Two issues I've come across in 3.4.4:

1. Muzzle flash is offset in the 3rd person view.
offset.jpg
2. Using Very high spec, the blur filter is missing when zooming in game. (Below is just a shot to show the type of filter when it does work)
reticule.jpg
Is there a quick fix to these ( a console var or a missing file which could be added from the previous version?)


(also the tank turret is extremely sensitive to mouse movement)

Thanks.
User avatar   24/7 Modder 24/7 ModderMember since: 23.04.2008, 19:49Posts: 3799Location: Horsham, West Sussex Likes: 10
 

 Post Topic: Re: Graphical Artifacts
PostPosted 09.02.2013, 20:22 
Objects using the Glass shader do not correctly render into cubemaps.


Image
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8446Location: Crytek HQ Likes: 62
 

 Post Topic: Re: Graphical Artifacts
PostPosted 09.02.2013, 22:12 
Quote by Puppy:
Objects using the Glass shader do not correctly render into cubemaps.


http://i45.tinypic.com/34rbzur.jpg

Seems to be ok here, aside from some darkening in some of the areas:
ScreenShot0003.jpg



Image
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No dev/modding PM's please, use the forums! :)
  Beginner BeginnerMember since: 02.07.2011, 14:43Posts: 17 Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 10.02.2013, 13:00 
Hello,

In the editor, switching into the game with either 3rd person modes enabled, once the character dies and restarts the character remains in a standard pose, frozen without any animation, despite being able to still shoot jump etc. Thus forcing the user to reset by hitting escape and CTRL+G again.

I have enabled g_tpview_control =1 and g_tpview_enable=1.

This issue is in v3.4.4 aswell as v.3.3.9 and v3.4.3.

respawnglitch.jpg
Here you can see the player jumping but no animation is played.
User avatar   Community Manager Community ManagerMember since: 09.01.2008, 01:11Posts: 8446Location: Crytek HQ Likes: 62
 

 Post Topic: Re: Graphical Artifacts
PostPosted 10.02.2013, 13:45 
Can repro, thanks for the report!

Added general animation thread: viewtopic.php?f=369&t=105306



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No dev/modding PM's please, use the forums! :)
  Beginner BeginnerMember since: 15.10.2012, 15:39Posts: 8Location: Brazil Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 13.02.2013, 01:51 
Well, I didn't find any post related to this or something, so here it is: when the r_Snow is set to higher than 0, it kinda doesn't show the material of the object it is accumulated (seems that it doesn't happen with vegetation).
This is with sys_spec = 1:
3.4.4_snow1.png
And this is with sys_spec = 4:
3.4.4_snow2.png
Is this the snow entity known issue? Might it be because of my PC specifications? (as you might notice, the FPS is REALLY low ;x)
DxDiag if needed:
DxDiag.txt
[30.66 KiB]
Downloaded 9 times

PS: that crazy changing shadow thing and the character shadow not showing properly also happens to me.
  Uber Modder Uber ModderMember since: 17.06.2011, 10:49Posts: 1474Location: Germany Likes: 0
 

 Post Topic: Re: Graphical Artifacts
PostPosted 15.02.2013, 01:20 
hmm only one snow entity is working in levels, it would be great when we can use more :happy:


Intel Core i5-2500K
ASRock P67 Pro3
8 GB DDR3-1333
GTX560 2GB
Win7 x64
User avatar   Uber Modder Uber ModderMember since: 05.11.2011, 08:27Posts: 1965Location: Pleiades Likes: 34
 

 Post Topic: Re: Graphical Artifacts
PostPosted 25.02.2013, 20:48 
Its fine on low, medium and high presets but on very high I can't have any motion blur...

Solutions?


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