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Re: postprocessing effect chain graphical anomaly
[Re: jcl]
#200497
04/04/08 11:16
04/04/08 11:16
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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I am mostly worried that it will take a couple more months to get this fix. Nvidia's last driver release was back in December. It looks like they are readying another one for release soon(I downloaded the beta but it did not fix it). And considering this thread was started 2 months ago, and they never responded yet, it would seem a long shot that this will be fixed. If this is a problem with the 8800 series, it would most likely affect the new 9800 series as well, which is alot of graphics cards without post-processing. I am looking for a publisher very soon for my project and this is a real bad bug, especially considering I want to showcase the latest effects(bloom, DOF, haze) in my project.
I noticed that it is extremely frequent on this machine, and it definitely must be connected to the 3dgs particle system somehow. As the anomalies on the screen are usually directed at particles, and my game uses alot of them for both gameplay and level effects. The anomalies appear very heavy with the more particle effects going on. I tried setting the NOPARTICLE flag for the post processing views but it did not change anything. What was the test system you had it on? Did it at least contain an 8800 card with the latest updates, and many different types of particle effects? Perhaps it's not an Nvidia problem but something related to the engine and particles(other games must have effects chains.. and they run fine)?
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Re: postprocessing effect chain graphical anomaly
[Re: jcl]
#200501
04/04/08 11:40
04/04/08 11:40
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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ooh, "experimental"! sounds cool. what does it do? is there any noticeable difference, or is it just how the particles are handled? and how is it different?
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: postprocessing effect chain graphical anomaly
[Re: jcl]
#200502
04/04/08 11:48
04/04/08 11:48
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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I tried setting the flag but it made no difference on the bug. However, I must say, the 3d particles really look great! Although many of my effects don't work, and many are overly bright, I like the extra definition it seems to give. Please continue with this as an option. As for the bug, would you be able to at least give me an assurance that this will be fixed(Nvidia will get back to you)? In the meantime, I think I will try out some older drivers and see if it's a driver problem, at least if it's a driver issue I will be able to work with an older driver for the time being. Thanks JCL.
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Re: postprocessing effect chain graphical anomaly
[Re: jcl]
#203772
04/23/08 22:05
04/23/08 22:05
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Joined: May 2005
Posts: 2,713
Lübeck
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The problem occours more frequently when there are many particles at many different positions in the level. And it also has to do with the number of stages on top of the main view. The problem occours very badly in this project: http://files.filefront.com/DemoLevel+V05rar/;10064920;/fileinfo.html especaially if I also activate DoF and blurred Stencilshadows. This version is without source but I could give it to you if needed. Or just the postprocessing part (each effect can be applied through one function call) or something like that. I already got used to the error, but within thisproject it is just too bad if even the movement seems to lag because of this (the fps stays nearly the same...). And it is hard to create screenshots with each effect visible and without any strange obstacles...
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