Search the Community

Showing results for tags 'texture'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Dying Light
    • EN
    • PL
  • Dying Light: Bad Blood
    • EN
    • PL
  • Pure Farming
    • EN
    • PL
  • Hellraid
    • EN
    • PL
  • Techland
    • EN
    • PL
  • Help
    • Dying Light
    • Pure Farming
  • Off-topic discussions
  • Dyskusje Off-topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 3 results

  1. Hi Friends, I saw this bug with AMD graphics card on Ubuntu 14.04, and the beard is render to black color instead of white. It seems I can not upload my local picture here, so If anybody need, I can send it to your email. To figure out the root cause, I dumped the API calls and shaders, and finally located the corrupted draw and its fragment shader. Here is the shader source: void main ( void ) { vec4 o_nrm ; vec4 o_spc = vec4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ; vec4 o_dif = SwizzleXXXX ( 0.0 ) ; vec2 uv_0 = x_uv_0 ; vec4 dif_tex = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ; dif_tex = Sample ( t_dif_0 , s_dif_0 , uv_0 ) ; vec4 spc_tex = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ; spc_tex = Sample ( t_spc_0 , s_spc_0 , uv_0 ) ; vec4 msk_tex = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ; vec4 nrm_tex = vec4 ( 0.5 , 0.5 , 1.0 , 1.0 ) ; nrm_tex = Sample ( t_nrm_0 , s_nrm_0 , uv_0 ) ; vec4 dye_tex = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ; vec4 vertex = vec4 ( 1.0 , 1.0 , 1.0 , 1.0 ) ; vec3 dif = vec3 ( dif_tex . rgb ) ; float spc_lum = Luminance ( vec3 ( spc_tex . rgb ) ) ; float clip_mask = 1.0 ; clip_mask = SwizzleX ( dif_tex . a ) - SwizzleX ( CONST_110 . w ) ; clip ( clip_mask ) ; vec3 E2T_XFORM [ 3 ] ; E2T_XFORM [ 0 ] = x_tng_cs ; E2T_XFORM [ 1 ] = x_bnr_cs ; E2T_XFORM [ 2 ] = x_nrm_cs ; vec3 nrm_ts = vec3 ( 0.0 , 0.0 , 1.0 ) ; nrm_ts . xy = nrm_tex . ag * CONST_112 . x + CONST_112 . y ; vec3 nrm_cs = Mul33T ( nrm_ts , E2T_XFORM ) ; vec3 nrm_n_cs = normalize ( nrm_cs ) ; nrm_n_cs = ! gl_FrontFacing ? nrm_n_cs : - nrm_n_cs ; o_nrm = nrm_n_cs . xyzx * CONST_111 . xyz . xxxy + CONST_111 . xyz . xxxz ; float tint_specular_on = 0.0 ; o_spc . xyz = SwizzleXXX ( pow ( abs ( spc_lum * CONST_110 . z ) , 1.0 / 2.2 ) ) ; o_dif . xyz = dif ; o_spc . w = SwizzleX ( spc_tex . a ) ; o_spc . w = clamp ( o_spc . w * CONST_110 . x + CONST_110 . y , 0 , 1 ) ; _O_SPC = o_spc ; _O_DIF = o_dif ; _O_NRM = o_nrm ; _O_VEL . xy = x_vel . xy ; } There are four outputs in the shader, specular and diffuse looks like the main parts to determine the color, normal may be used to calculate the lighting. Here, I paid more attention to the specular and diffuse, both of them come from texture sampling, and the texture ID are 9161 and 9160. By further searching the API logs, I found these two textures are specified by application, so I believe the texture content should be correct. Besides this, the only special thing is the format of the textures are sRGB, so I began to investigate the things related to Gamma Correction. In this shader, specular is calculated by Gamma Encoding, but diffuse not. Based on this, I guess the content of these two textures input should be in linear space, which means they do not need Gamma Decoding for sampling. To prove this, I double checked the sampler objects used by the shader, they are: glBindSampler(0, 31); glBindSampler(1, 31); glBindSampler(2, 26); All of these three samplers have set the GL_TEXTURE_SRGB_DECODE_EXT to GL_SKIP_DECODE_EXT explicitly. So far, I can confirm my guess. If application uses these three samplers to draw the beard, the rendering result should be correct. But one more API is called unexpectedly after these sampler settings: glBindSampler(0, 0); It means default sampler will be used for texture unit 0 instead of the previously specified one, but the default texture sampler has never been set by glTexParameter explicitly for 9160 in the API logs, so the final value of GL_TEXTURE_SRGB_DECODE_EXT that takes effect is the default value, which is GL_DECODE_EXT instead of GL_SKIP_DECODE_EXT. I guess this might be the root cause, and besides removing the unexpected API call, I believe we can also fix it in the shader by adding following code to the diffuse: vec4 Gamma_Encode ( vec4 v_clr ) { return vec4 ( pow ( v_clr , vec4 ( 1.0 / 2.2 , 1.0 / 2.2 , 1.0 / 2.2 , 1.0 / 2.2 ) ) ) ; } _O_DIF = Gamma_Encode(o_dif); Can anybody help me solve this issue together? Thanks, Kai
  2. This thread is mostly pointed towards the developers in hope these small yet very annoying model/texture related problems get fixed! The first one is an UV related problem with the Buggy Model: http://images.akamai.steamusercontent.com/ugc/549806039290776141/33A3163A4C630C66A58D77CF76311293DD2D3E14/ http://images.akamai.steamusercontent.com/ugc/549806039290776428/BCF178831F4BFD1878273DC0CFA422BF60A0B3CD/ That whole border isn't properly uv-mapped making the texture stretch, and when you're the second rider in the back, that part really is noticeable when you look back (standing of sitting). The second problem are smoothing errors on the Semi-Automatic Shotgun, especially noticeable on the gold tinted version: http://images.akamai.steamusercontent.com/ugc/549806039290776998/9C59F0D2D939E7F2583A8E58E84F2211CAE267A0/ Another image in low light conditions (facing an uv-problem of a rock): http://images.akamai.steamusercontent.com/ugc/549806679180807610/34EFE9732C330A67A0B5E3E59D194D87F08F7089/ As it's clearly noticeable from that image that the area surrounding the hole of the ironsight has some nasty smoothing errors. I didn't manage to test out everything yet, but these two were the most annoying problems I faced as of yet and really those can be fixed, especially the shotgun's smoothing error! Obviously some random geo problems like these are spread over the entire world but those are pretty normal for such a large open world! http://images.akamai.steamusercontent.com/ugc/549806679181117871/59B51A4CB7D659FA520646A814EB5DAF2C47B3C6/ http://images.akamai.steamusercontent.com/ugc/549806679181117571/1A66D0D5A9D92AFADA90CCFE381F35550B32570E/ Either way thanks for reading and hopefully this might get patched in the near future! Sincerely, Rafaël De Jongh
  3. Hello, i have multiple problems with the steam version of dying light, My specs, graphic settings and temperatures are as follows: - Windows 7 Pro - i5 2500k @ 4.3Ghz - AMD 7970 3Gb -Omega 14.12 Driver - 8Gb DDR3 Corsair Vengeance - Resolution - 1920x1080 - Vsync - off - Texture Quality - High - Shadow Map Size - Medium - Foliage Quality - Medium - View Distance - Exactly Middle - Ambient Occlusion - Off - Nvidia HBAO+ - Off - Nvidia Depth of Field - Off - Motion Blur - Off - Antialiasing - Off Temps CPU 38 - 41 C GPU 43 - 57 C From monitoring my FPS/Temperatures/Usage i can tell you that the fps difference between my current settings and everything aside from the two Nvidia settings maxed out is around 6 - 8 fps I have set my graphics lower in order that i never drop beneath 35 fps and rarely drop beneath 40. My Fps does fluctuate from 128 to 37 but mostly sits between 75 to 37 Aside from the usual fluctuating of fps i also see texture popping and even worse, textures that have not loaded if i speed run through an area on occasion! Containers, roads, clothing, items and some buildings fail to load textures for up to 10 seconds which is just god awful to the eyes, blurry mess. The game also suffers from Audio looping and freezing, when loading the game up the main menu music will 8/10 times freeze and destroy my ears. When talking to NPCs and during cutscenes the sound will freeze and or loop whilst the video will continue to play uninterrupted, this will continue until after the cutscene i press Esc and then continue playing with normal sound, but then Lo and behold any cutscenes afterwards will be silent, and lip reading AI isn't a skill set i possess. I have tried to rectify my problems above by first verifying integrity, 100% Verified no change. Uninstalling game and reinstalling - No effect Unchecked all processors in Affinity and then rechecking, this gives me 5 Fps more and game has less dramatic drops. I have also had my save reverted back to around 12% completion even after i quit after an autosave. So as it seems i have very much drawn the short straw on this occasion, usually i manage to evade most problems gamers have with new games. I have since downloaded anothargh copy of the game which does not have any of the problems mentioned above, The FPS is far more stable, I can max it out with smooth FPS, No audio freezing/looping issues and no texture popping. So im baffled as to why the steam version does not work when others do. To conclude, aside from the issues that i have experienced i have enjoyed the game so far and look forward to the release of the highly anticipated patch. *Edit* I also found a building near the tower that you can't climb onto, you can jump onto the ledge of the roof but once you pull yourself up an invisible wall prevents you from moving any further on the roof, you simply fall off, When i get home i will find the exact building and post its location. *Edit Edit* Loading screens also take forever and then sometimes practically instant, this didn't happen the first few hours of the game but now its fairly common.