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Gods Eater Burst (ULUS10563): Excessive bloom #5562
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Please post a screenshot from your iOS device to demonstrate the issue at the very least. Looks fine on Windows to me, using the latest git revision:- When we talk about excessive bloom in this game, this is what we mean (taken from an older revision like 0.9.1, when it was causing a serious visibility problem):- |
Sorry about that. |
Thanks for the pictures. Yes, it does look llke a regression from your screenshots on iOS. The 2nd one in particular looks just like how it used to be in the older revisions on the PC (Windows) before it got fixed. What was the last unaffected build (if any)? Hmm.. I think I'll whip out my JB'ed iPad 3 and see whether I can reproduce the issue on iOS 6.1.3 EDIT:- Yep, it's reproducible. I'm using a pretty old 0.9.6-187 git build too.. I don't get the black floors and buildings during the intro though, but the excessive bloom is definitely present in those scenes:- |
I just tried this game on this build - never before; and as I haven't yet come around setting xcode5 I'm not able to use old builds, very sorry ... Btw your 3rd screen seems to have some black artifacts (notice the background). So did you reproduce on 6.1.3 as well, or on your current 7x iPad3 ? |
I reproduced it on my JB'ed iPad 3 with iOS 6.1.3 using p0sixpwn. I'm not ever moving to iOS 7.0.x until performance improves lol. I was just using default settings, except for Software Skinning disabled. Software Skinning reduces performance in this game and a few others like the Monhun series. |
I think that this game's bloom only works with dual source alpha iirc, which your mobile device probably doesn't support. -[Unknown] |
Should we keep this open? I'm not sure we'll ever be able to solve this on GLES2 devices without tanking performance anyway. -[Unknown] |
Hm, IIRC this had nothing to do with dual source alpha, and was fixed. As there have been no further reports, I'm closing. |
@hrydgard |
Hm, it indeed doesn't work right in d3d, also some garbage on top of the screen... |
It's not dual src? Maybe I am remembering wrong then. But, the garbage at the top is most likely due to off-by-one issues. Reversing the sign of -[Unknown] |
Still not fixed in build: |
Is this with OpenGL, Direct3D? What video card do you have? Have you updated your drivers? Fair warning: Direct3D is known to be broken. If you're using it and it's not working, the good news is that everything is working exactly as expected. If possible, please switch to OpenGL instead. Also, I was under the impression this used features of OpenGL only present in OpenGL 3.x and higher. So if your drivers only support OpenGL 2 (Settings -> Tools -> System Information will tell you), then I won't be shocked if it doesn't work, unfortunately. -[Unknown] |
So, there is intentionally bloom from the windows - just to make sure we're on the same page. The bloom you're seeing there is too much, but there should be some. This may be impacted by your Render Resolution setting. The higher it is, the worse bloom is going to look. This is because of how games generate bloom - it involves blurring the screen to a smaller texture, but if that's 10x the size it expects, it may not actually end up as "blurry". There's a hack in the settings to force certain effects to use smaller render resolutions to try to solve this, but I don't know if it works with this game or not. If that doesn't help, I recommend you try reseting your settings to defaults. You might have some hack on, like "disable stencil" or something, causing this. Also, my experience is that most games on NVIDIA cards run better using our OpenGL backend. The OpenGL backend is the less buggy one anyway, so I generally recommend it (unless you're using an older Intel card that just can't do OpenGL right.) -[Unknown] |
Well, inherently, rendering at a higher resolution is the cause of that problem. For example, the PSP screen is 480x272. What the game then does is:
That's just an example, but iirc that's roughly how this game achieves this affect. It might be slightly different in some specific step. So the trouble with Render Resolution is, it affects all rendering (and if it didn't, some effects in some games would render at low resolution and people would complain.) So when the game scales it down to 24x13 - losing almost all of the detail in the pixels... it doesn't. It actually scales down to 240x130, which is only half the size of the PSP screen and still has a lot of sharp edges and detail. And when it draws it the four different directions offset by 1 pixel? Those are now offset by 10 pixels. So now you get grid lines because things are spaced out more than they really should be. That's why you get weird and ugly artifacts when you're using a higher render resolution. It happens in other games too. The best solution we have to this is to look at render targets that are smaller, and assume they are "hopefully and probably maybe" being used for bloom, and force them to 1x render resolution. That's what the hack setting I mentioned does. Sometimes games draw the way I described without any indication that they aren't actually drawing the screen itself. In these cases, it's very hard to detect. That's why said hack doesn't even always work. -[Unknown] |
So that explains the weird images that's surrounding everything in almost every scene. So it's a problem that rose from making the game render higher than it's supposed to. I feel like either you have to catch the most common way games render bloom then do hacks on how it should be, or apply individual hacks for every game out there. Either way, its hell of a lot work. (I have to be honest. I don't know what render targets are, and you kind of lost me at that point) Thanks man. I hope if anyone else plays this game and encounters this page would get an idea on the workaround for this, which is turning down the resolution for now and using OpenGL. Or I don't know, whatever you guys would recommend. I'm not good at what you guys do. Hue. |
Oh,this old issue may never solved,isn't it?you may try to turn off the "disable alpha test" |
Actually, we made an option to counter the problem mentioned above (lower resolution for effects) and that fixed the problem of blocky highlights. Yeah, "disable alpha test" is a really bad idea. It's probably time to remove that option now. |
Seems it's back again ?
Just tried it for the first time - iPad 2 iOS7 - not sure if present on other systems or iOS7 specific ?
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