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Did you end up seeing about this?
It's extremely subtle, but the difference is there all right. Wait a sec...
Look close along the edges. There's some artifacts along the edges as if the resolution of AO isn't actually native in v0.5.7.4.
Yep, if you look at the screens I posted you can see the same thing. So should I take the problem isn't on my end?
dxgi.log - https://www.diffchecker.com/Z3kh3qBm
modules.log - https://www.diffchecker.com/DhXbOW9Q
@Kal: What stands out in the v0.5.7.3 modules.log is that new Nvidia DLL files seems to be loading, including one D3D10 file? Could this be what triggers the issue in some way?
That's not even close to accurate.
Happened again but this time I had the thing setup so I could see inside the case. It's less HDMI signal loss and more the GPU completely shuts down (even the fans stop). It's not temps... So either PSU or GPU (again...)?
I regard D3D10 as a complete waste of time as some people know :P I don't have any support for it in any way, shape, or form. At best I have pass-through support for any application that uses DXGI to create a D3D10 device.
I know that some video capture software will startup by creating one of every type of device in existence and then install hooks. It's possible that's what you're seeing, but I haven't changed anything that would cause said software to behave differently.
Nobody cares, of course, but I deal with this stuff so much I enjoy talking to myself.
I'll probably do further tests on my main desktop if I get around to it later today.
How old is your PSU? Brand?
If it's your PSU you need a voltmeter (or a multitester, it's better) to check the voltages... and it's better if you do it as soon as possible. It's not a good idea to load/stress your GPU (yeah, not even the rest of your rig) when you have power issues.
There's no such thing :)
Shadow maps are a high-level concept derived from texture maps. I can't hook something that's not part of D3D11.
I know what you meant roughly though :P There are two shadow map problems, there's weird cascading LOD issues -- don't know if anyone can fix THAT with an API hook and then there's issues with percentage closer filtering.
The filtering issue (blocky projected character shadows) can probably be fixed by re-writing a few shaders (a function Special K still doesn't support in D3D11 :-\)