07-29-2014 01:24 AM
12-18-2014 05:51 PM
"2EyeGuy" wrote:
I fixed the morphball "scale" bug (which doesn't actually have anything to do with the scale, the world was being recognised and rendered as a HUD element because of the severe letterboxing the game uses).
I also probably fixed the shadow rendering in most games that use projected shadows.
And I fixed the helmet and map rendering in the metroid prime 1 demo.
And added the action replay codes for Metroid 1 NTSC 0-00 and the demo.
12-18-2014 09:48 PM
"fugazi" wrote:
@cegli, you have said that you have been making tests with okami, it works well for you? I got a super annoying strobing effect that make the game totally unplayable.
"gmichaelcaputo" wrote:
Since people are knee-deep in the code here, have the contributors of this thread seen anything that indicates what might solve the rendering issues that cause the skybox to appear so prominently? Even the indications of a hack so that we can get a playable version going? I'd be happy to contribute however I can.
12-19-2014 12:41 AM
"cegli" wrote:
I've now merged the new D3D mode to trunk, along with 2eyeguy's changes to Metroid rendering!
"cegli" wrote:
When I have my "Remove 16:9 Bars" object removal code enabled, combined with the culling codes, it causes a slow down that pulls the frame rate under 75fps. The start of the problems lies with the culling codes upping the number of times the function "RunVertices" is called to almost 40,000 times per frame! This causes a couple things:
"cegli" wrote:
Fugazi alluded to this in his last post. If I start on the first platform, I get some odd judder. As soon as I hit the "Graphics" button, the judder goes away and locks to a smooth 75fps, and a copy of Samus appears in the upper left corner of my view. The Samus doesn't go away until I restart the game. Ideally it should always run as smooth as after "Graphics" button is hit, but without the Samus copy in the corner.
12-19-2014 11:34 AM
"2EyeGuy" wrote:
I try to do my layer removal/adjustment when the projection matrix changes, which is about 15 times per frame. It is good for games like Metroid when I want to hardcode recognition of the helmet or HUD and attach them to your face in just the right way. For example I can easily remove that Samus in the corner with no reduction in speed. But...
"2EyeGuy" wrote:
The problem seems to be that the screen clearing isn't working.
"2EyeGuy" wrote:
BTW, Opening the graphics menu does two things... reloads the settings from the graphics INI file, overriding whatever per-game settings were in the game's INI file. And it resets the stereo mode to Oculus if your Rift was detected.
12-19-2014 10:44 PM
"cegli" wrote:"2EyeGuy" wrote:
The problem seems to be that the screen clearing isn't working.
I was actually looking into this bug last night! It's messing with the Opcode Replay Buffer and making it flicker, and it also probably causes corruption in some games. I've been able to use my layer removal to remove everything from the scene to make it easy to use the graphics analyzer. I've narrowed it down to the exact draw call (with related settings) that cause it. Once I have a bit of time, I hope it won't be too hard to fix.
12-19-2014 11:08 PM
"2EyeGuy" wrote:"cegli" wrote:"2EyeGuy" wrote:
The problem seems to be that the screen clearing isn't working.
I was actually looking into this bug last night! It's messing with the Opcode Replay Buffer and making it flicker, and it also probably causes corruption in some games. I've been able to use my layer removal to remove everything from the scene to make it easy to use the graphics analyzer. I've narrowed it down to the exact draw call (with related settings) that cause it. Once I have a bit of time, I hope it won't be too hard to fix.
I'm not sure what you mean.
12-20-2014 07:33 PM
12-20-2014 11:42 PM
12-21-2014 01:46 AM
"shinyquagsire23" wrote:
EDIT: Managed to disable cull checks on actors (buildings, people, etc) as well. However, this doesn't fix the issue of other nearby "squares" not rendering. This code isn't season-specific, so you only have the one offset to patch. No significant performance hits yet, but the FPS seems to have dropped from what it was before I had it set to render with culling. However, this might just be my GPU telling me to get an upgrade.
12-21-2014 03:48 PM