Joshua Barretto
Joshua Barretto
You need to both enable A2C and turn off MSAA, as mentioned above. The wider problem is still blocked on OpenMW making changes to how and when post-processing shaders are...
What you see is not what the shader sees. The cloud shader is determining how far away objects on the screen are (and hence how much cloud should be applied...
Alpha clipping should have the same effect, yes. I'm glad you've found a solution! It's unfortunate that this issue exists, but sadly there's no way around it at the level...
Well, that's why there's the option to not replace the skybox :) A dedicated sky texture might be nice for the night sky, but I'm not much of an artist.
Hmm, this looks like a singularity (a 0div). Not sure where this would be since a) this seems to be inconsistent between GPUs (let me guess: you have a Nvidia...
Oh, that's interesting... Perhaps the GPU is getting the wrong end of the stick when it comes to calculating deltas for filtering? I might look into that if I get...
Oh, disabling anisotropic filtering did the job? I'm starting to wonder whether this is an issue with Nvidia's anisotopic filtering when combined with tiling... Regardless, anisotropic filtering shouldn't be enabled...
Are you requesting just a change in density between day and night, or an entirely different configuration that the shader interpolates between?
Managed to miss this issue when it was opened. Yes, this is an optimisation that turns out to substantially improve performance. That said, I want to take a better attempt...
It's a duplicate of both issues you mention, unfortunately. Because this is a post-processing shader, it gets 'painted' on top of the screen after regular rendering has been done. For...