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i just realize i put on wrong category lol |
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there is a significant discrepancy in how FogColor is handled when using NVIDIA drivers compared to other GPUs.
The values used for dithering appear to be incorrectly scaled, leading to extreme over-saturation or incorrect visual output.
Technical Details & Observed Pattern
on standard hardware, FogColor scales from 0 to 255 (INT8).
however, on NVIDIA, the scaling seems to be multiplied by a factor of approximately 85x to 86x.
Observed behavior:
setting FogColor to RGB(255, 255, 255) results in an internal visual value of 21675, 21675, 21675.
theres a simple workarround for maps is just use RGB(3,3,3) or currentValue/85 like 255/85
Correction factor:
To achieve a normal white appearance, the value must be set to RGB (3, 3, 3).
i suspect this bug stems from a conflict between Floating Point (Normalized) and Raw Integer formats in the NVIDIA driver's constant buffer:The "85x" Factor: The mathematical relationship 255 / 3 = 85 is a strong indicator of a bit-depth or format conversion error. iIt appears the driver might be misinterpreting a low-precision value or failing to normalize the INT8 input.
Other GPUs (AMD/Intel): Work as expected, correctly mapping the 0-255 range.
ARM Devices: Also show issues (inverted colors) but i don't know so much about ARM i just seen the same error at Quest 3s and some Android. but instead it becomes full black it becomes full white. but this is not focus here because this inst is Sober,
though the NVIDIA issue specifically focuses on this massive scaling error.
Dithering:
bcause FogColor is used for dithering, this 85x multiplier makes the dithering patterns completely unusable or visually broken on some NVIDIA hardware.
Visual Evidence:

OpenGL fastflag: the "use_opengl" fixes it but it not have realistic graphic.
Without OpenGL: Broken rendering showing the 85x color intensity shift. and it will be like a giant number and the dithering just is too high for we see something. the fog works perfectly but with a wrong value

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