skyrim-community-shaders
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feat(VR): enable volumetric lighting
Ready to merge after prereqs.
- [ ] https://github.com/doodlum/skyrim-community-shaders/pull/590
- [x] https://github.com/doodlum/skyrim-community-shaders/pull/586
- [x] https://github.com/doodlum/skyrim-community-shaders/pull/585
- [x] https://github.com/doodlum/skyrim-community-shaders/pull/582.
Testing for new bugs.
Current issue is the VLTex only renders something appropriate for the left eye. This results in mismatches in the right eye. Since VL is very subtle, it's hard to notice. Attempts to generate VLTex in stereo are ongoing.
Notice the shaping matches the arch on the left eye, but is not placed properly on the right.
Ok stereo is fixed. Seeing some artifacts with latest dev in dynres though.
Did you see that your previous prereq to this PR was reverted? https://github.com/doodlum/skyrim-community-shaders/commit/398f552d19d0229fc8b05ce183e40d2778142db0
No biggie. The improvements were marginal and honestly not something that is too important to me. My rebase should have removed them but I'll verify again.
Dynres is fixed.
Getting reports of ctds for large load orders. Gonna move this to drafts.
Bump IsVRAddressLibraryAtLeastVersion in XSEPlugin.cpp to 0.154.0
Night sky has a lot of flickers. Has been this way since August I believe.
Not related to VL.
Ok, fixed ctds for shizof
I'm actually thinking there's no reason to do the CopyResources call. Right now by trying to restore the call when not in dyn res, I'm seeing some tearing as the stencil size actually changes in phases resulting in some artifacts if you're toggling dynres. Looking at renderdoc, I don't see any reason to keep the CopyResources call (which actually was the effect of earlier builds due to a bad boolean check).
EDIT: One reason discovered, bDepthBufferCulling and no dynres results in no depth buffer being generated anywhere in the frame. The copy is required to generate something so the previousframe depth buffer is correct.
Fixed bDepthBufferCulling bugs:
- Downscaled depth buffer stencil resulting in bad UI stencil
- Rendering objects improperly culled with disk cache enabled
Can't reproduce any bug with bUseHiddenAreaMesh. Looks like a hmd specific bug with upscaler.