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[NVRHI] Remote camera terminals are broken #741

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RobertBeckebans opened this issue Feb 11, 2023 · 3 comments
Open

[NVRHI] Remote camera terminals are broken #741

RobertBeckebans opened this issue Feb 11, 2023 · 3 comments

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@RobertBeckebans
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Maybe not that trivial to fix but also no game breaker. The player can still pass all sections of the game.

rbdoom-3-bfg-20230211-165632-001

@RobertBeckebans RobertBeckebans added this to To do in NVRHI Render Backend via automation Feb 11, 2023
@SRSaunders
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SRSaunders commented Feb 17, 2023

I notice in your screen shot that the CPU Sync (frameSyncTime) and CPU Total (frameBusyTime) timers are out of bounds. The GPU Idle (rendererGPUIdleTime) is a derived timer and not the underlying issue. I have not seen these overflows before since they are measured as direct frame-over-frame differences and should not overflow or underflow.

Is this something you see regularly? I could investigate if desired.

@SRSaunders
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SRSaunders commented Feb 20, 2023

What level is your screenshot from? Security cameras seem to be working for me (at least for Delta Labs Sector 3)

Ok - I see the same issue with the camera terminal at the security checkpoint in Alpha Labs Sector 2.

@RobertBeckebans
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The screenshot was from the CPU map. Alpha Labs 2 is the first map where you can observe it.
The bigger problem with Doom 3 is that it relies heavily on copying the RGBA8 main rendertarget or backbuffer to a target texture and then reusing that texture for all these kinds of effects. Even worse it also copied the render target into textures that could be smaller than the render target. With OpenGL it was rather easy to copy even a HDR rendertarget to a texture. The driver handled everything automatically as long you don't use MSAA. With NVRHI we already introduced a post process Framebuffer to get at least the heatHaze distortion effects runnning.
I need to analyze this more in RenderDoc what textures are shown here.

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