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shade-c (evo) black lines on some resolutions #466926
07/08/17 20:59
07/08/17 20:59
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Reconnoiter Offline OP
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Howdy,

With shade-c evo when I set the resolution to windowed or to something else than what the max of my monitor is (full hd), I get black lines (vertical) everywhere. I dont have this with default gs3d shaders. Any idea what it could be? (I also have it for the shade-c evo examples)

So e.g. 1920x1080 fullscreen works, but 1366x768 gives black lines (whether windowed or fullscreen).

Last edited by Reconnoiter; 07/08/17 21:00.
Re: shade-c (evo) black lines on some resolutions [Re: Reconnoiter] #467026
07/12/17 18:44
07/12/17 18:44
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DriftWood Offline
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There was something about restarting shade-c after resolution changes.
Think it was in the comments. And old shade-c posts.

Re: shade-c (evo) black lines on some resolutions [Re: DriftWood] #467045
07/13/17 10:38
07/13/17 10:38
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Hi DriftWood,

On map change I already restart shade-c ( /first sc_destroy(sc_screen_default); and than start it again 5 frames after the level is loaded) but the black lines still appear.

However when I disable shade-c antialiasing (sc_screen_default.settings.antialiasing.enabled = 0; ) in shade-c initialize function the black lines are gone but it now gives me "invalid function arguments in physx_open" errors when loading a new map. I call physX_open(); once on game startup for simple physics / rigid entities.

If I do call physX_close(); and physX_open(); on the next levels I open (/so excluding the intro map) I dont get error messages but physx gets bugged out (actors cannot move etc).
I am not entirely sure, but iirc I dont see tutorials or the manual etc that use physX_close(); at all (also I cannot even find it in the manual, only in ackphysX.h) so probably I should not use that function (maybe bad code or such).

Anyway sorry for derailing a bit there but I wanted to give the whole picture.

In short: setting sc_screen_default.settings.antialiasing.enabled = 0; removes the black lines but messes up physx_open for some reason.

Thanks for taking the time, appreciate it.

Re: shade-c (evo) black lines on some resolutions [Re: Reconnoiter] #467083
07/15/17 02:59
07/15/17 02:59
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DriftWood Offline
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Yuck... That's a knot of problems with no clear link. I'm sure not digging in that hole.

http://www.conitec.net/beta/pX_intro.htm
http://www.conitec.net/beta/physX_open.htm

Please look at the function physX_level_load()
And the On_level_load in physX_open()

Oh and wasn't it important to have the right version installed? It's not the current version but an old one right.


Last edited by DriftWood; 07/15/17 03:02.
Re: shade-c (evo) black lines on some resolutions [Re: DriftWood] #467104
07/15/17 19:01
07/15/17 19:01
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Reconnoiter Offline OP
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I looked in the physX_open function a bit more in it but could not find anything that explains this weird behaviour. Anyway I did find an other semi solution; setting sc_screen_default.settings.lights.sunShadows = 0; also removes the black lines and does not give any errors (plus it actually increases fps alot so the game is than also playable on older / slower systems, which is probably on the same computers that play the game on lower resolutions than their monitor/system can handle).

Re: shade-c (evo) black lines on some resolutions [Re: Reconnoiter] #467107
07/16/17 03:35
07/16/17 03:35
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DriftWood Offline
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Oh now. ....light.sunShadows...
This sound like pssm shadows. Older pssm had black lines and shuttering effects. Slin and others worked them out better.
Just working the idea, could be you have to stop and restart pssm on resolution changes. Also adjust the shadow map resolution and split numbers.
Turning off any pssm sun based shadows will greatly improve rendering speeds. Slin's last version would cut my frame rate in half, so I'm sure shade-c pssm shadows do at the same.

Pssm was a bottle neck. It required fine tuning or you'd kill frame rates. I also know using stencil shadows cause black lines from unclosed mesh models.

Re: shade-c (evo) black lines on some resolutions [Re: DriftWood] #467137
07/17/17 20:10
07/17/17 20:10
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Okay ty for the info. I have delved some in the shade-c sun/shadow scripts, not yet found the problem/solution but did notice I gained a minor boost to fps without noticeable loss by setting splits to 3 (lower disables sun shadows):
sc_screen_default.settings.lights.sunPssmSplits = 3;

I also noticed that the problem only occurs for sun shadows, and not for shadows of shade-c spotlights. (Though shadows of spotlights only work well at small radius's & arcs it seems so its more supporting it than replacing sun entirely.)

Last edited by Reconnoiter; 07/17/17 20:11.
Re: shade-c (evo) black lines on some resolutions [Re: Reconnoiter] #467178
07/19/17 12:11
07/19/17 12:11
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Okay I quess I found a solution; in sc_lights_sunShadowEdge.fx find the line half2 blurAmt = (5.0f/shadowmapSize)*rand.xy;
Now change it into something like this half2 blurAmt = (5.0f/shadowmapSize)*rand.xy*200;

My quess is that this blurs (or maybe pixellates) the edges of shadows more hence why it removes (mostly) the black lines.

And I see now that sc_screen_default.settings.lights.sunPssmSplits is better to be left at 4, otherwise shadows a bit further away can look weird.

Re: shade-c (evo) black lines on some resolutions [Re: Reconnoiter] #467235
07/21/17 14:53
07/21/17 14:53
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DriftWood Offline
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For more info on splits, shadowmap res, blur and thresholds in pssm you'll have ask the shader guys like Slin.
A short pm from one of them can explain more than hours of me reading up.
Also you try reading up on pssm on the internet. It's not a gs3d exclusive thing.


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