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ReShade AO bleeds through first person hands #227
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https://reshade.me/forum/general-discussion/4083-depth-buffer-detection-modification?start=920 Use the latest 32 bit reshade d3d9 dll from this thread. It fixes it |
Tried it, doesn't work. Also found out not only bleeds through FP hands but also pause/main menus and fog/dust + explosion effects. |
We don't have anything to do with reshade and I doubt you will find someone who cares/can do something about this here. |
It does work, you just have not configured it properly. Go to DX9 tab and check "Preserve depth buffer from being cleared" and "Fix for user weapon and cockpit" |
No it doesn't, I tried it with dlls from both page 44 & 45. "Preserve depth buffer from being cleared" causes a black screen.
Actually ReShade works perfectly on Halo 2 other than this issue, which is ironic considering the only reason I installed it was for Ambient Occlusion. |
Also for your information, you are posting in the wrong place. This is for project cartographer, not reshade. Please get this stuff over to Reshade forums as this is unrelated. |
Martin, I'm starting to feel like you're trolling me. I mentioned in the first post that ReShade said themselves that their tool isn't the problem, Halo 2's depth buffer is. I even left a link to the thread post. |
This is a Mod for Multiplayer, not the game itself i.e Campaign @3371-Alpha so, I'm with @demonsako this is not the correct repo to open this issue |
I think a simple "wont fix" label is all that's needed. Sure this is a multiplayer mod at core but it also includes several quality of life fixes for both modes, like the frame limiter, hence why I asked. |
Also, please, as it was said here before, get this thing outta Cartographer repo and go to Reshade forums. It does not fit here as Cartographer is not aimed at this sort of things. |
History of Ambient Occlusion
Halo 2 Development TimelineHalo 2 was first developed after the release of Halo 1 in 2001, Halo 2 was then released in 2004. Well before ambient occlusion technology was known about. Halo 2 was then ported to the PC in 2007. It did have a graphics overhaul but ultimately it stayed true to it's original form using directx9 as it's base, as well as no new technology in the sense of graphic rendering. Just updated textures and bump maps essentially. Unsupported Ambient OcclusionNow using these facts you can obviously see Halo 2 was never made to support ambient occlusion lighting. This means there will be issues. Project Cartographer's main purpose is to provide multiplayer functionality to the PC version of Halo 2. Now we may do some other stuff with the game for quality of life purposes but adding support to something that was never supported in the first place is not an issue. It is more of a feature request, which if someone finds interest in can pick it up. It does not need to fall on the current devs and it can be anyone who finds interest and believes they can add support. With all that being said, I hope you can understand our position. |
Thanks @iSupersniper, I think that's the most accurate assessment of my request. I not expecting it to get fixed anytime soon but, you know, one of those "maybe one day" type things. @MartinBFFan, this is I think you might be trolling (still not 100% sure). Your picture shows the exact problem with that DLL version: no textures and black screen on some maps. Also, as I pointed out, there's no point in telling ReShade as they themselves know and said they cannot do anything about the issue. The next best thing? Ask Project Cartographer, sure they started as a multiplayer mod but also expanded to add other fixes/enhancements (making the request not unreasonable from my perspective). I am, without a doubt, not going to ask Microsoft about the issue; if they cared, Project Cartographer wouldn't have existed to begin with. |
Sorry, but I am just losing patience with you. I am just trying to help you but you just keep calling me a troll and ignoring my advice and common sense. I am uploading you a video with how it works to end this for once and all |
Ok, then let me get strain to the point. How do you turn the debug layer off, cause it's always on for me. Also turns out I was wrong about the black screen issue, on some maps the textures (or there lack of) are black instead of grey, The only reason I found that out was because the map I tested just now was 100% black except, for whatever reason, a grey skybox. So for what ever reason, least for me, "Preserve depth buffer from being cleared" and "Fix for user weapon and cockpit" simply toggles between AO bleeding and no textures. |
Sorry for being kinda rude. Do you have intz thing enabled? It may be the reason why you are seeing those ghostly images. You disable the debug layer by going into MXAO settings and setting debug mode to none |
Alright, the video should be up and running. I apologise for being rude to you but you gotta understand how hard it is to help someone when you are being called a troll constantly by the person you want to help. The video should show you everything. |
Do you have displaydepth shader enabled? |
Also, this is really weird. I don't think this should be happening at all. Sorry, I think I misunderstood your problem. This is quite strange indeed. |
No, It sounded like a debug feature so I didn't mess with it. |
Aha. Sorry for being rude to you again. I don't think I will be able to help you with this. Sorry. |
No need to be sorry, that's how dialectics work: you start out disagreeing, maybe even fighting or hating each other, until your exchanges merge into a better understanding of the problem from both perspectives. |
Using MXAO from ReShade looks nice but bleeds through the first person body and hand models. The following post I found on the same issue from ReShade states that it's the game's fault: https://reshade.me/forum/shader-troubleshooting/832-halo-2-ambientocclusion-problem Can this depth buffer issue be added on the to do list for the game?
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