LEGO® MARVEL Super Heroes

LEGO® MARVEL Super Heroes

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timAter Nov 13, 2013 @ 7:08pm
Graphic Glitch on That Sinking Feeling/Circus
Was able to play through the game in story mode just fine. Now I'm going back to get all the minikits/stan lees, and I came across this bug:

http://steamcommunity.com/sharedfiles/filedetails/?id=194773156

This is me standing 2 steps to the left of the spot I took the above screenshot.
http://steamcommunity.com/sharedfiles/filedetails/?id=194773131

I get the same issue when I load in the Circus.

Any ideas?
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Showing 1-10 of 10 comments
Tombstone Nov 14, 2013 @ 9:22pm 
I am having the exact same problem, including consistency with the colors and bar widths. Thank goodness it isn't one of those horrendous one-man computer glitches.
If haven't tried already make sure the resolution of the game is set the resolution of your monitor.
Tombstone Nov 15, 2013 @ 12:26pm 
Oh yes. I've tried that, driver reinstallations, driver updates, coprocessor settings, system optimization and cleaning, graphics level settings. I even tried restarting my computer. Nothing seems to work for this one.
Tombstone Nov 15, 2013 @ 12:35pm 
OK...now that is bizzare. I just seemed to fix the problem by setting all settings in the Video and Effects menu to maximum. The problem is created by setting the level to ***low***
bujeezus Nov 21, 2013 @ 5:25pm 
i'm having the same exact problem, same levels. frustrating as hell. guess i shoulda spent the extra $10 and got it on ps3/xbox 360...
bujeezus Nov 21, 2013 @ 5:50pm 
after reading through some of the suggestions, this is what finally fixed it for me. set all of your video effects to off and video options to the lowest settings. after it reloads the shaders, which took quite some time, the display will still be corrupted. now go back in to your pause menu and change everything back to max settings. not sure why it worked, i just know that this worked for me. hope it helps some of you others out also.

edit:
after a little more ♥♥♥♥♥♥♥ around with it, it seems the "depth of field" option under "effects" in the pause menu under "options" is what's screwing with the display. it's got to be on for the "wavyness" to display in both the afore mentioned levels.
Last edited by bujeezus; Nov 21, 2013 @ 8:30pm
One Silly Owl Nov 23, 2013 @ 9:38am 
I fixed just by turning bloom on.
Tombstone Nov 23, 2013 @ 10:03am 
I talked it over with some comp programming type students I know of. They said is was most likely bloom as well. The programmers used a little processing trick to use the bloom like a cypher to finish the video effects. Apparently, for those levels, it's an integral part of the process.
bujeezus Nov 23, 2013 @ 5:01pm 
that's funny coz i turned bloom off. never have cared for that particular option anyhoo.
RiO Nov 24, 2013 @ 5:13am 
Originally posted by Tombstone:
I talked it over with some comp programming type students I know of. They said is was most likely bloom as well. The programmers used a little processing trick to use the bloom like a cypher to finish the video effects. Apparently, for those levels, it's an integral part of the process.

What you're seeing is typical of the shaders in question not taking into account rounding errors on floating point numbers.

The shaders that compose the wavy effect probably contain a conditional statement to check if a certain number is equal to zero, because they need to protect against division by zero. Doing a real equals zero check is a big no-no in graphics programming as it does not cover small fractional values such as 0.00000001 that may occur due to rounding problems. Instead, you're always supposed to check if the value you have is smaller than a certain very small constant (usually called 'epsilon') to implement such checks.

If you don't and such a minute number passes through and is subsequently used in division, then numbers skyrocket outside the expected result range. Depending on how the remainder of the shader is set up exactly, this may result in stretched out bars of (near) uniform color.



(Really; I'd wager nine out of ten times if you see a shader 'spaz out', then the above story is the underlying issue.)
Last edited by RiO; Nov 24, 2013 @ 5:20am
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Date Posted: Nov 13, 2013 @ 7:08pm
Posts: 10