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Add resolution filtering to the generic depth buffer addon

Open Liareth opened this issue 2 years ago • 2 comments

I face depth buffer detection woes all too often. The heuristics works 90% of the time then the entire scene flashes as you lose AO for a frame or two. This is especially true in Starfield where the heuristic fails from certain view angles in certain areas, likely caused by varying draw count due to frustum culling. In some scenes, it looks like the entire world is flashing as you pan your camera. This change allows you to (optionally) only consider depth buffers that match the specified resolution. It certainly fixes the issue for me in Starfield, and might be useful in other games which suffer similar problems.

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Liareth avatar Sep 05 '23 12:09 Liareth

This is kind of the idea behind the existing aspect ratio heuristics already, so would be interesting to know why those cause to switch to a different buffer in your case (what resolution does it have in comparison to the main one?). Have you maybe not disabled "Use extended aspect ratio heuristics"?

crosire avatar Sep 09 '23 11:09 crosire

I can provide insight In my custom build I have two options.

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The top one helps with this small switching issue in starfield.

The 2nd one helps in the new game DeadSpace when you need to use DLSS, FSR or other types if scalers.

I do have to explain what each option does even when it's in the description text. But, my users have gotten use to the modifications.

I did want to add a resolution selection based on the buffers used. But, Realized it caused more issues then it solved. So a combination of "Use extended aspect ratio" with a resolution check seemed to work out here.

But, the consequence of doing this it breaks if the user used Dynamic Resolution.

BlueSkyDefender avatar Sep 11 '23 22:09 BlueSkyDefender