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Smoke Effects #4
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Oh nice, I was suspected wit was something like that, good to have it confirmed. Like you said, I guess we'll just have to wait for vulkan (or dive into DXVK and implement tesselation :P) Let's hope the new upcomming fancy clouds don't also use tesselation because then things might look slightly weirder :D |
Googling around a bit it looks like there is already some support for tesselation in DXVK so it's a bit odd that it wouldn't work at all. There is also https://github.com/doitsujin/dxvk/blob/master/dxvk.conf#L121 which allows overriding the desselation factor, though I have no idea what the default is. Maybe it would be worth playing around with that value |
Any idea where Edit: Found this post for another game, where the user copied the .conf from Github then placed it in a game folder. Will try a few folders that make sense and see if there's any difference. |
No observable effect, though I'm not sure that I'm using
I tried all these paths with the value of Even if it doesn't prove to be a fix, I'm glad I was at least able to confirm the cause of the issue. Hoping volumetric clouds aren't implemented a similar way as you say - might make for some interesting looking missions if they do use tessellation. |
Was browsing around the forums today and found some more evidence to confirm it to be a tessellation issue:
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Any updates on this thing? Same problem. Would not be such a big deal, but missile trails become virtually invisible. |
As noted here already, smoke does not render correctly:
I asked on r/hoggit to see if anyone had resolved this issue on Windows, and was led to this post, explaining that the issue experienced there was a lack of GPU tesselation (the option was disabled in the driver software).
Assuming we just have to wait for Vulkan to drop (from Proton thread) and see if that resolves it, but I think it's worth leaving this here so others know the issue has been noticed.
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