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Halo CE → Wack specular #427
Comments
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Given the fact that I own this game, can you tell me what map it is? |
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Ah, well everything in trace 2 should be visible in Bloodgulch near red base if you are in a hog. |
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Here is a multiplayer map that spawns you right in front of an elite biped that has its shields set up to constantly be flaring. I can set up more test maps like these if needed, I've done it before for other projects, like when modders added interpolation between ticks. |
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Edited my comments a little to make stuff more clear. |
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Can this be re-tested? I made some changes that should hopefully fix this issue (can't test on the trace for obvious reasons) |
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I just tested with aa8d497. I'm using an RX 580. The following are still broken:
Here are some screenshots I took earlier with D9VK 0.22 (I'm currently having trouble producing fullscreen screenshots for some reason). The above issues appear identical to current build. You may also note that the game is rendering incorrectly--it has the appearance of overscan, but the scaling is distorted. This is still occurring with the latest master build, with RX 580. |
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No such over-scan issues on my setup. Sadly no improvements since the last time I reported. It's pretty much in the same state as at the start of this thread except for the decals on the bases showing up now. Tested with build from commit aa8d497 |
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Christmas present! |
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Looks like dodgy specular to me |
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This is awesome I just compiled doitsujin/dxvk commit 90ce37c. The specular, the shadows, headlights, decals are all fixed. And it even performs amazingly now! I will get you a trace of the shield effect next time I'm on Windows. That is, if it renders in that specific rendering mode. 🦊 I can play my favorite game on Linux now. |
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Weird. But very happy for you. I have no idea what fixed that myself haha. Lmk when you get some shield stuff and I'll look into it |
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https://drive.google.com/open?id=1AC0ZOHh4DA3eCzYzUZG3bwbigOpm11Gb inb4 the reason those other bugs are fixed is because I built my own version. I'll report on that possibility the next time there is an official release for DXVK. Congrats on getting D9VK merged into DXVK btw. |
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Given that I won't be able to take a look today most likely, can you provide a comparison between native and D3D9 so I know what I am looking for when I do investigate? Cheers. |
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I built it wrong. |
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Thanks that trace is great and straight to the point |
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With this commit doitsujin/dxvk@3ff9c4c |
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With commit doitsujin/dxvk@d39ff90 |









Trace 1: Shield effect:
d3d9: https://www.youtube.com/watch?v=etIv_EfdWKc
d9vk: https://www.youtube.com/watch?v=-wEsYBllnTw
Trace 2: Headlights, red decal, shadows:
d3d9: https://i.imgur.com/6s12rxI.png
d9vk: https://i.imgur.com/HcO1Tof.png
Software information
Halo Custom Edition, Max graphical settings, version 1.10.
System information
Apitrace file(s)
NOTE: These traces are black at IDirect3DDevice9::Present. But at IDirect3DDevice9::EndScene they have the screen in PS_RESOURCE_LEVEL_0.
Trace 1 should have a good frame to check out the effect at 183.
Trace 2 should be good somewhere around the middle.
Both are kept small by the fact that I used the game's scripting to set up scenes that show the shaders right at game start.
Log files
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