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Actually, my LOD bias was already negative: it was around -0.13 which I think was the default because I don't remember touching that setting. Out of curiosity I duplicated your settings and the problem with skits still shows up (and again, only with SGSSAA active). I have a GTX 980 Ti and that's more than enough for 1080p btw.
I'd be happy to help if you need more testing, otherwise I can live with it. It breaks immersion a bit but playing with anti-aliasing is better imo.
I'm not getting that glitch with my previous settings or the same as Kaldaien posted. I couldn't test a skit with Rokurou and Eleanor specifically though.
If for some reason texture sampling is ever done anywhere but the center of a pixel (this shouldn't happen on UI stuff), then the GPU takes the 4 nearest pixels int he texture and averages them together. It can actually pull pixels from the other side of a texture if repeating coordinate modes are enabled.
That Clamp-Non-Power-of-Two option is basically what I'm discussing, only it applies to two very specific textures in the game. I can probably isolate the vertex shaders used for skits and then apply coordinate clamping to all textures that way. This is non-standard behavior caused by the driver, but that's how you fix it even if you don't really know why the driver's doing it :P
No, everything is on default settings including the global options. Only AA isn't (override 4x, custom transparency) but it seems TBF/SpecialK is doing that (I tried setting it to the default value and it changed back after setting SGSSAA 4x from TBF's config UI in game).
Default setting for negative bias (allow), the clamping setting from TBF (if that's what you mean) does not affect the issue.
It happens in every skit btw, although some characters have it worse than other (barely noticeable on Magilou, really bad on Laphicet).
Now that you mention it, it really looks like the "box" is really the sprite wrapping around: every dark "border" coincides with a dark color on the other side. Magilou looks fine because she has mostly skin around the moving parts while Laphicet can bend over in the skits meaning there's the upper "nothing" to account for, which results in an obvious black line...
Are you using a custom resolution that's an odd dimension by any chance? Those funky DSR resolutions that end in 5s and 3s never do anyone any good.
Anyway, grab this DLL: https://github.com/Kaldaien/TBF/releases/download/tbfix_098/tbfix.dll
I have three check boxes that will solve various anti-aliasing related texture problems for drivers that are behaving strangely. They're under the Textures / Experimental tab -- these are VERY experimental and the settings are not saved to the INI file, at this point I just want to verify that clamping those texture coordinates doesn't spill-over and cause problems with other stuff.
It's the transparency supersampling option, only with the normal check for transparency removed. Thus it applies to every pixel on screen regardless whether it belongs to an alpha blended render pass.
It was originally a driver bug, but they turned it into a feature that only developers have access to. You'll never see it listed in NVCPL.
Screenshot of my settings: http://i.imgur.com/YYRrLPZ.png
That's normal. That button queues up a screenshot that's only triggered when there's a frame drawn that has a HUD in it :)
The menu screen has no HUD. There would be nothing but a black screen if I were to take the screenshot immediately.
I'd ask why you changed it then, since it worked differently when the feature was first introduced and allowed me to take screenshots just fine on the Equipment/Fashion screen without the text or menu elements, just the character model and background.
In-game AF is fine, yeah. It's mostly tile-based games (think DIsgaea) where Anisotropic Filtering is the number one evil.
AF changes the shape and size of pixels the GPU averages when filtering textures (normally it would fetch a 2x2 square of pixels and average those), as soon as the surface that's been textured is positioned at an angle rather than face-on that all changes and the GPU will fetch weird elongated shapes of pixels instead of squares :)
It gets downright evil on a sloped plane like Disgaea uses. Oh, and it's also really evil in games that use idTech5/6 for similar reasons. It picks up pixels from unrelated images.
As for contrast enhancement, etc. I _could_ do this, but ReShade already exists and does this stuff a million times better than I could :) I prefer to work with the game's shipping assets and enhance those most of the time.
It hasn't been changed. It has always worked that way. I don't know what button you were pressing befor,e but it certainly wasn't the HUDless screenshot.
http://i.imgur.com/M16gSWh.jpg
http://images.akamai.steamusercontent.com/ugc/158027122749245681/A106033A2CD6DDAE3CBEEF063B93F15E077D48D1/
Only problem is, I don't know why that even works. I do know it's triggered after a blur filter that I had to remove, however. It's next to impossible to support both of those things.