-
Notifications
You must be signed in to change notification settings - Fork 5
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Disabling & reanabling mod causes graphical artifacts #3
Comments
The flickering you see seems to be Z-Fighting in the depth buffer. The artifacts in the second video are probably caused by some shader not compiling correctly, which causes the "stuck" shadow overlay. I'm not quite sure what causes this, but a switch from/to fullscreen recreates the frame buffers so this could be a potential fix. Can you try if resizing the vintage story window also works, or if you need to use the fullscreen option in the settings? PS: It would also be very nice to know which GPU you are using exactly. It allows me to look up any OpenGL limitations that particular GPU might have. |
It's an AMD Vega 64 running with drivers from Jan of this year. |
(commented this on the wrong issue, see #2) |
Did some tests with 0.5.1 (due to #1 & #2) and noticed that things get utterly wonky if you fire up a map with VolumetricShading enabled, then disable the mod, load the map again and even worse if you then reenable the VolumetricShading and load the map a third time:
Reproduction steps:
(Maybe 2b?) Force rain to fall
/weather setprecip 1
https://www.youtube.com/watch?v=OuaujTmJVEo
(note the flickering on the hill face ahead and house wall behind you)
https://www.youtube.com/watch?v=A3YGQTljPV8
I'm not entirely convinced this is an issue caused by VolumetricShading - might as well be some wonkyness in shader asset loading by the engine (note the issues cropping up even with vanilla shaders if custom assets were used previously). Leaving it up to you to potentially push this upstream.
(*) Switching the "fullscreen" option from settings will make all those artifacts disappear (presumably since this disposes lots of internal buffers in the graphics pipeline and things get loaded up clean again).
The text was updated successfully, but these errors were encountered: